











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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. 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: 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:
Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! 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! Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Krog |
| Class | Mindslayer |
| Level / Exp | 50 / 1611% |
| Size | huge |
| Lifes / Deaths | Killed by skeleton magus at level 3 on the 76th Pyre 122nd year of Ascendancy at 16:56 3 / 4Killed by Grand Corruptor at level 27 on the 79th Regrowth 123rd year of Ascendancy at 09:09 Killed by faerlhing at level 32 on the 58th Pyre 123rd year of Ascendancy at 17:13 Killed by Bethuvea the faerlhing at level 35 on the 70th Pyre 123rd year of Ascendancy at 02:46 |
| Antimagic | Follower |
Primary Stats
| Strength | 191 (base 60) |
| Dexterity | 119 (base 28) |
| Constitution | 81 (base 15) |
| Magic | 38 (base 16) |
| Willpower | 121 (base 60) |
| Cunning | 125 (base 63) |
Resources
| Life | 1698/1698 |
| Steam | 100/100 |
| Equilibrium | 30 |
| Psi | 126/126 |
| Healing Factor | 1.7152415653742 |
| Regeneration | 29.40385362807 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +22.7836465099% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14 |
| Infravision | 5 |
| See Stealth | 48.944562063674 |
| See Invisible | 48.944562063674 |
Offense: Mainhand
| Damage | 243 |
| Accuracy | 81 |
| Crit Chance | 102% |
| APR | 52 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 60% |
| Speed | 1 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 64% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +34% |
| Fire | +10% |
| Nature | +10% |
| Temporal | +22% |
| Blight | +10% |
| Arcane | +16% |
| Cold | +13% |
| All | +7% |
Offense: Damage Penetration
| Nature | +15% |
| Arcane | +25% |
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 70.335093952971 (67.857809501309%) |
| Defense | 55 |
| Ranged Defense | 55 |
| Fatigue | 0 |
| Physical Save | 84 |
| Spell Save | 47 |
| Mental Save | 72 |
Defense: Resistances
| Acid | + 40%( 70%) |
| Blight | + 13%( 70%) |
| Physical | + 32%( 70%) |
| Cold | + 24%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 10%( 70%) |
| Light | + 10%( 70%) |
| Lightning | + 43%( 70%) |
| Fire | + 33%( 70%) |
| Nature | + 39%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Teleport Resistance | 100% |
| Confusion Resistance | 50% |
| Pinning Resistance | 25% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 80% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 216% efficiency and cooldown mod of 67%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 183% efficiency and cooldown mod of 70%. 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 1158% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 22% 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. |
Class Talents
| Psionic / Absorption | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Voracity | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Psi-fighting | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Thermal Shield |
| talent | Deflect Projectiles |
| talent | Kinetic Shield |
| talent | Augmentation |
| talent | Skate |
| talent | Beyond the Flesh |
| talent | Antimagic Shield |
| talent | Charged Aura |
| talent | Kinetic Aura |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You 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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. 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. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Warmaster Gnarg's Murderblade (60-96 power, 39 apr) 3.0 T4 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 129% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +39 Crit +30.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
| Quiver | Pouch of the Subconscious (20/20, 38-46 power, 15 apr)3.0 T4 shot ammo [Unique] Psionic Power 38.0 - 45.6 Physical Uses 10% Wil, 125% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Balykalthoneg the Radianceblight (0 def, 5 armour) 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +7 Str +7 Dex +8 Cun +18 Con dps ---------- Spell.crit +5% S.pwr/crit +2 Dmg.mod +9% arcane +3% blight Acc +25 (+5 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +3% light Phys.save +10 (+2 eff.) Mind.save +12 (+3 eff.) ---------- misc Mana/s.crit +2.00 Light +7 Battle Cry: Puts all charms on 24 cooldown Level 2.0 Pwr.cost 24 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. |
| On feet | pair of drakeskin leather boots 'Muckspiker' (0 def, 5 armour) 2.0 T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +6 Str +5 Wil +5 Cun +7 Con dps ---------- On Hit (Melee): * 10% chance to slow global speed by 64% ----- def ----- Armour +5 Resists +9% acid +3% darkness +6% blight +3% cold +9% nature Phys.save +23 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +9 (+3 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% Rush: Puts all charms on 22 cooldown Level 1.0 Pwr.cost 22 out of 25/25. Range 6 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. |
| Tool | Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+2 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
| On fingers | 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 (+2 eff.) Fatigue -15% Phys.save +45 (+9 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. |
| On fingers | Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+2 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around neck | enraging voratun amulet of strength (+9)0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats +9 Str dps ---------- Phys.pwr +8 (+2 eff.) Phys.spd +10% Dmg.mod +9% physical Amulets make your neck look great! |
| In main hand | voratun battleaxe 'Sepsisshaper' (56-84 power, 24 apr) 3.0 T5 battleaxe 2H weapon [Random Unique] Nature/Master/Psionic Power 56.0 - 84.0 Physical Uses 129% Wil Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +24 Crit +28.0% Atk.spd 100% Melee+ +26 darkness Against +21% Living On Hit: * 10% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +12 Str +14 Dex +13 Mag +9 Wil +13 Cun +12 Con dps ---------- Phys.crit +10.0% Crit.mult +41.00% Dmg.mod +3% temporal Apr +17 Melee Ret 2 temporal On Hit (Melee): * 20% chance to slow global speed by 64% * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% nature Massive two-handed battleaxes. |
| On hands | drakeskin leather gloves 'Bogmire' (0 def, 8 armour) 1.0 T4 hands armor [Random Unique] Master While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Phys.crit +17.0% Spell.crit +15% Mind.crit +16% Crit.mult +10.00% Dmg.mod +3% nature +3% fire Res.pen +15% nature +5% fire ----- def ----- Armour +8 Resists +9% nature +6% fire Phys.save +12 (+2 eff.) Mind.save +11 (+3 eff.) Max.HP +57.00 Disarm- +100% ---------- misc Talents +5 Iron Grip Cooldown Double Strike -1 Unarmed combat: Power 46.5 - 51.2 Physical Uses 43% Wil, 83% Cun Acc+ +0.2% crit chance (max 25%) Acc +23 Apr +5 Crit +31.0% Atk.spd 100% On Hit: 10% Set Up 5 On Hit: 10% Battle Shout 5 On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | Bethikira the drakeskin leather belt 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Str +2 Dex +6 Con dps ---------- Crit.mult +15.00% Phys.pwr +11 (+3 eff.) Dmg.mod +12% temporal Acc +10 (+2 eff.) ----- def ----- Resists +8% acid +22% fire +9% lightning +15% cold Phys.save +12 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| Cloak | elven-silk cloak 'Floebiter' (3 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Master/Psionic While equipped: Stats +6 Str +5 Dex +8 Wil +9 Cun +1 Con dps ---------- Phys.crit +4.0% Mind.crit +8% Phys.pwr +4 (+1 eff.) Dmg.mod +6% cold Melee Ret 4 mind ----- def ----- Defense +3 (+1 eff.) Fatigue -6% Resists +30% lightning Spell.save +13 (+5 eff.) Mind.save +9 (+3 eff.) Stun/Frz- +50% ---------- misc Stam/turn +1.10 Equi/ret +0.12 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | voratun mail armour 'Radhekor' (16 def, 28 armour) 14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: Stats +12 Cun +9 Wil dps ---------- Res.pen +25% arcane ----- def ----- Armour +28 Defense +16 (+5 eff.) Fatigue +12% Resists +18% acid Crit.dmg- 35.00% Mind.save +42 (+10 eff.) Max.HP +50.00 HP.reg +7.00 Heal.mod +19% A suit of armour made of mail. |
Inventory
medical injector implant of the psychic (efficiency 177% / cooldown 78%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 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 177% efficiency and cooldown mod of 78%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the psychic (efficiency 165% / cooldown 89%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 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 165% efficiency and cooldown mod of 89%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
heroism infusion of the psychic (die at -813; dur 7; cd 29)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -813 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 813 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 766%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 766% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the titan (speed 919%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 919% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 501; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 501 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 471; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 471 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 32%; magical; dur 2; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 32% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (634.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 773.48 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 168; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 168 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
4 schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Antimagic 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. |
4 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 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. |
5 schematic: Explosive 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. |
4 schematic: Fatal Attractor0.1 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: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 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. |
7 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 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. |
4 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: Galvanic Retributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: 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. |
4 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. |
4 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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. |
3 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. |
8 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. |
8 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. |
5 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. |
2 schematic: Mana 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. |
4 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Power Distributor0.1 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. |
7 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: 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. |
2 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: 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. |
6 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking 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. |
3 schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 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. |
10 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: 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: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Voltaic 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: 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. |
2 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: White Light Emitter0.1 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: Winterchill 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. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
copper amulet 'Duathelreign'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Res.pen +25% darkness +5% arcane Amulets make your neck look great! |
copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
warrior's copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
savior's gold amulet of murder0.1 T3 amulet jewelry [Ego++] Master While equipped: dps ---------- Crit.mult +13.00% Acc +7 (+2 eff.) Apr +12 ----- def ----- Phys.save +11 (+2 eff.) Spell.save +12 (+4 eff.) Mind.save +13 (+4 eff.) Amulets make your neck look great! |
wanderer's gold amulet of constitution (+5)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Dex +5 Cun +10 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.80 Amulets make your neck look great! |
Delaledur the Morbustyphoon0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +6 Str dps ---------- Dmg.mod +21% nature +21% acid Res.pen +20% acid ----- def ----- Resists +5% arcane Amulets make your neck look great! |
Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+3 eff.) Mind.save +18 (+5 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.0 Pwr.cost 9 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 447.97 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
mindweaver's voratun amulet of perfection (0.39 Cunning / Survival,0.39 Psionic / Kinetic mastery)0.1 T5 amulet jewelry [Ego++] Master/Psionic While equipped: Stats +6 Wil dps ---------- Mind.pwr +11 (+3 eff.) ----- def ----- Mind.save +11 (+3 eff.) Confus- +21% ---------- misc Masteries +0.39 Cunning/Survival +0.39 Psionic/Kinetic mastery Amulets make your neck look great! |
serendipitous voratun amulet of perfection (0.40 Steamtech / Physics,0.40 Wild-gift / Antimagic)0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +10 Lck dps ---------- Acc +15 (+3 eff.) ----- def ----- Defense +13 (+4 eff.) Unseen.red 16% ---------- misc Masteries +0.40 Steamtech/Physics +0.40 Wild-gift/Antimagic Amulets make your neck look great! |
wanderer's voratun amulet0.1 T5 amulet jewelry [Ego+] Master While equipped: Stats +6 Dex +7 Cun +6 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -7% HP.reg +3.00 ---------- misc Stam/turn +1.10 Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 43 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+1 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 24.67 cold and 29.25 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
Stormcutter the stralite ring0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +6 Str +7 Mag +7 Cun +11 Con dps ---------- Spell.pwr +13 (+6 eff.) Dmg.mod +6% lightning ----- def ----- Resists +12% temporal Crit.dmg- 15.00% Rings make your fingers look great! |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
sneakthief's stralite ring of clarity0.1 T4 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Mind.save +8 (+2 eff.) Confus- +30% Rings make your fingers look great! |
Mnemonic0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+3 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+19 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 170 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." |
balanced dwarven-steel battleaxe of erosion (30-45 power, 10 apr) 3.0 T3 battleaxe 2H weapon [Ego] Nature/Master Power 30.0 - 45.0 Physical Uses 129% Wil Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +14.5% Atk.spd 100% Melee+ +9 nature While equipped: dps ---------- Acc +12 (+3 eff.) ----- def ----- Defense +10 (+3 eff.) Disarm- +31% Massive two-handed battleaxes. |
dwarven-steel battleaxe 'Lightmonster' (32-48 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Master Power 32.0 - 48.0 Physical Uses 129% Wil Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * 20% chance to slow global speed by 64% While equipped: dps ---------- Phys.crit +1.0% Res.pen +10% light Acc +12 (+3 eff.) ----- def ----- Defense +12 (+4 eff.) Resists +6% blight +6% temporal Die.at -20.00 life Disarm- +36% Massive two-handed battleaxes. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 140% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.6 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 51% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
truestriking steel greatmaul (28-42 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego+] Master Power 28.0 - 42.0 Physical Uses 129% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +7 (+2 eff.) Apr +9 Massive two-handed mauls. |
stralite greatmaul of massacre (66-99 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego] Master Power 66.0 - 99.0 Physical Uses 129% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Massive two-handed mauls. |
Laser Powered Giant Smasher (80-120 power, 0 apr)5.0 T5 greatmaul 2H weapon [Unique] Unknown/Steamtech Power 80.0 - 120.0 Light Uses 140% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Crit +25.0% Atk.spd 100% Melee+ +20 lightning +20 fire While equipped: dps ---------- Against +10% Humanoid +10% Giant ----- def ----- Confus- +100% Fear- +100% ---------- misc Talents +1 Laser Powered Smash The Laser Powered Giant Smasher, nicknamed the Gloryhammer. You can feel it vibrating with untold power in your hands. |
hateful voratun greatmaul of massacre (74-111 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego] Master/Psionic Power 74.0 - 111.0 Physical Uses 129% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +10 darkness Against +20% Living Massive two-handed mauls. |
iron greatsword of massacre (24-38 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Master Power 23.5 - 37.6 Physical Uses 129% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
dwarven-steel greatsword of crippling (37-59 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 37.0 - 59.2 Physical Uses 129% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Massive two-handed swords. |
warbringer's stralite greatsword of projection (50-79 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego++] Master/Psionic Power 49.5 - 79.2 Physical Uses 129% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Con dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +12% physical ----- def ----- Disarm- +29% Massive two-handed swords. |
Zubarelaith the voratun greatsword (63-101 power, 4 apr)3.0 T5 greatsword 2H weapon [Rare] Nature Power 63.0 - 100.8 Physical Uses 129% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +21 Con +21 Wil dps ---------- Mind.crit +5% Melee Ret 10 mind ----- def ----- Defense +30 (+9 eff.) Phys.save +18 (+3 eff.) Mind.save +18 (+5 eff.) Max.HP +154.00 Massive two-handed swords. |
plaguebringer's voratun greatsword of phasing (62-99 power, 38 apr)3.0 T5 greatsword 2H weapon [Ego+] Arcane Power 62.0 - 99.2 Physical Uses 129% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +38 Crit +5.0% Atk.spd 100% Phasing +26% Melee+ +28 blight On Hit: 20% Epidemic 5 On Hit: * 19% chance to reduce strength, dexterity, and constitution by 17 While equipped: ----- def ----- Disease- +27% Massive two-handed swords. |
Zerumas the voratun longsword (43-60 power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Nature/Master Power 43.0 - 60.2 Physical Uses 108% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Con +7 Wil dps ---------- Res.pen +13% physical +8% all Acc +37 (+8 eff.) Apr +22 ----- def ----- Resists +12% mind +9% acid Crit.dmg- 15.00% Max.HP +150.00 Def/telep +10 Res/telep +10% Dur/telep +10% Sharp, long, and deadly. |
elemental voratun longsword of rage (42-59 power, 6 apr)3.0 T5 longsword 1H weapon [Ego++] Arcane/Master Power 42.5 - 59.5 Physical Uses 108% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 49 cold damage (1/turn) While equipped: Stats +9 Str dps ---------- Dmg.mod +13% physical +23% cold Res.pen +23% cold Acc +21 (+5 eff.) Sharp, long, and deadly. |
manaburning voratun longsword of massacre (54-76 power, 6 apr)3.0 T5 longsword 1H weapon [Ego] Disrupt/Master Power 54.0 - 75.6 Physical Uses 108% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 17 arcane resource burn Sharp, long, and deadly. |
truestriking voratun longsword of erosion (44-61 power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Nature/Master Power 43.5 - 60.9 Physical Uses 108% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +13 nature While equipped: dps ---------- Res.pen +15% physical Acc +19 (+4 eff.) Apr +10 Sharp, long, and deadly. |
truestriking dwarven-steel mace (27-38 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Master Power 27.0 - 37.8 Physical Uses 108% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Res.pen +6% physical Acc +5 (+1 eff.) Apr +9 Blunt and deadly. |
Kindlebreeze the stralite mace (36-51 power, 21 apr) 3.0 T4 mace 1H weapon [Rare] Master Power 36.5 - 51.1 Physical Uses 108% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +21 Crit +18.5% Atk.spd 100% While equipped: Stats +3 Wil +5 Con dps ---------- Phys.pwr +12 (+3 eff.) Mind.pwr +30 (+8 eff.) Dmg.mod +27% fire Res.pen +25% mind +11% physical ----- def ----- Resists +6% mind +3% fire Disarm- +22% Blunt and deadly. |
voratun mace of rage (44-62 power, 6 apr)3.0 T5 mace 1H weapon [Ego+] Master Power 44.0 - 61.6 Physical Uses 108% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +11 Str dps ---------- Dmg.mod +13% physical Acc +16 (+4 eff.) Blunt and deadly. |
stralite waraxe of shearing (30-42 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Master Power 30.0 - 42.0 Physical Uses 108% Wil Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +9% all Acc +12 (+3 eff.) Apr +9 One-handed war axes. |
Umbrausher the voratun waraxe (47-66 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 47.0 - 65.8 Physical Uses 108% Wil Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +15 darkness Against +12% Living While equipped: Stats +8 Str +8 Dex +13 Mag +6 Wil +11 Cun +10 Con dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 20% chance to reduce armor by 26% ----- def ----- Resists +6% blight +6% fire Die.at -20.00 life One-handed war axes. |
truestriking voratun waraxe of massacre (54-76 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Master Power 54.0 - 75.6 Physical Uses 108% Wil Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Res.pen +12% physical Acc +14 (+3 eff.) Apr +12 One-handed war axes. |
truestriking voratun waraxe of torment (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Master/Psionic Power 40.0 - 56.0 Physical Uses 108% Wil Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +8% physical Acc +9 (+2 eff.) Apr +10 One-handed war axes. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 108% Cun Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
elemental voratun dagger of daylight (40-51 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Arcane Power 39.5 - 51.4 Physical Uses 54% Wil, 54% Cun Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +16 light Against +17% Undead On Hit: * Create an explosion dealing 49 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +29% fire Res.pen +12% fire Sharp, short and deadly. |
ranger's dragonbone longbow of dexterity (+14)4.0 T5 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +14 Dex dps ---------- Res.pen +12% physical Longbows are used to shoot arrows at your foes. |
steady dragonbone longbow of fire4.0 T5 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +29 fire While equipped: dps ---------- Phys.crit +8.0% Dmg.mod +27% fire Acc +21 (+5 eff.) Longbows are used to shoot arrows at your foes. |
barbed pouch of voratun shots of torment (20/20, 68-82 power, 6 apr)3.0 T5 shot ammo [Ego++] Master/Psionic Power 68.0 - 81.6 Physical Uses 125% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +19.0% Capacity 20 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Wound the target dealing 323 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
plaguebringer's pouch of voratun shots of vileness (23/23, 56-67 power, 6 apr)3.0 T5 shot ammo [Ego+] Arcane Power 56.0 - 67.2 Physical Uses 125% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 23 Ranged+ +33 blight On Hit: 20% Epidemic 5 On Hit: * 45% chance to reduce strength, dexterity, and constitution by 17 Shots are used with slings to pummel your foes to death. |
spellwoven elven-silk robe of protection (4 def, 4 armour)2.0 T5 cloth armor [Ego] Arcane/Master While equipped: dps ---------- Spell.crit +5% Spell.pwr +4 (+2 eff.) ----- def ----- Armour +4 Defense +4 (+1 eff.) Resists +15% all Phys.save +30 (+6 eff.) Spell.save +30 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Loampassion the steel mail armour (2 def, 10 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Dmg.mod +3% darkness Res.pen +10% nature Melee Ret 2 nature On Hit (Melee): * 10% chance to slow global speed by 64% ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +7% Resists +6% nature Phys.save +7 (+1 eff.) Mind.save +10 (+3 eff.) Max.HP +25.00 A suit of armour made of mail. |
Chillwilter the voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Cun +7 Wil dps ---------- Dmg.mod +12% cold On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +7% physical +3% temporal +12% cold Phys.save +21 (+4 eff.) Mind.save +19 (+5 eff.) Max.HP +64.00 HP.reg +8.00 Heal.mod +20% A suit of armour made of mail. |
cleansing voratun plate armour of natural resilience (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego+] Disrupt While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +34% nature +31% blight D.Red.from +12% Unnatural A suit of armour made of metal plates. |
radiant voratun plate armour of stability (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: Stats +4 Wil ----- def ----- Armour +16 Fatigue +22% Resists +24% blight +8% physical +24% darkness Phys.save +20 (+4 eff.) ---------- misc Light +2 A suit of armour made of metal plates. |
Camareyon the Blazereek1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Res.pen +10% fire ----- def ----- Resists +6% lightning +5% temporal ---------- misc Equi/ret +0.04 See.Invis +3 A belt that goes around your waist. |
Layuwen the Sparkhunter1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 64% ----- def ----- Resists +15% lightning +6% temporal +3% acid +3% fire Max.HP +40.00 Heal.mod +10% A belt that goes around your waist. |
noble's hardened leather belt of recklessness1.0 T3 belt armor [Ego++] Master While equipped: Stats +3 Cun +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +6.00% Phys.pwr +5 (+1 eff.) Against +15% Summoned ----- def ----- D.Red.from +23% Summoned A belt that goes around your waist. |
reinforced drakeskin leather belt of dampening1.0 T5 belt armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +12 Defense +15 (+5 eff.) Resists +9% acid +8% fire +8% lightning +9% cold Phys.save +14 (+3 eff.) A belt that goes around your waist. |
regal linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Defense +1 (+0 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Emumikira' (12 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.crit +5.0% Crit.mult +15.00% Phys.pwr +23 (+5 eff.) ----- def ----- Defense +12 (+4 eff.) Fatigue -5% Resists +15% acid +12% cold +9% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Hazewild' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +4 Cun +3 Con dps ---------- Mind.pwr +30 (+8 eff.) Res.pen +20% cold ----- def ----- Defense +2 (+1 eff.) Resists +0% lightning Phys.save +8 (+1 eff.) Mind.save +12 (+3 eff.) Max.HP +82.00 ---------- misc Max.psi +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Defense +2 (+1 eff.) Max.HP +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Camuroddablek (13 def, 8 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +6 Con dps ---------- Crit.mult +15.00% Spell.pwr +5 (+2 eff.) S.pwr/crit +6 ----- def ----- Armour +8 Defense +13 (+4 eff.) Resists +0% lightning Crit.dmg- 5.00% Phys.save +20 (+4 eff.) Spell.save +24 (+8 eff.) Mind.save +23 (+6 eff.) Max.HP +51.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Guise of the Hated (14 def, 0 armour)2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +10.0% Mind.crit +10% Mind.pwr +20 (+5 eff.) Melee+ 30 mind 30 darkness Dmg.mod +4% all Melee Ret 30 mind 30 darkness ----- def ----- Defense +14 (+5 eff.) Resists +10% darkness +10% mind Mind.save +10 (+3 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Velatira (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Con +5 Wil dps ---------- Spell.pwr +11 (+5 eff.) Mind.pwr +8 (+2 eff.) Res.pen +8% physical Melee Ret 6 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue -8% Resists +3% mind Phys.save +12 (+2 eff.) ---------- misc Max.enc +50 Blindside: Puts all charms on 22 cooldown Level 1.0 Pwr.cost 22 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 32 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
dreamer's pair of drakeskin leather boots of rushing (0 def, 5 armour)2.0 T5 feet armor [Ego++] Master/Psionic While equipped: Stats +4 Str +5 Wil +6 Cun +4 Con ----- def ----- Armour +5 Phys.save +9 (+2 eff.) Spell.save +15 (+5 eff.) Mind.save +12 (+3 eff.) Rush: Puts all charms on 22 cooldown Level 2.0 Pwr.cost 22 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. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.30 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+1 eff.) ---------- misc Max.enc +20 Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Radhigodil (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +6 Dex +3 Mag +4 Wil +2 Cun dps ---------- Res.pen +15% mind ----- def ----- Armour +4 Fatigue +3% Phys.save +7 (+1 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+2 eff.) ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of voratun boots of massiveness (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +7 Str +9 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +5 Fatigue +4% Resists +14% lightning +10% temporal ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots of phasing (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Armour +5 Fatigue +4% Blink to a nearby random location (rad 13) Puts all charms on 22 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Zubina the Glowsmash (0 def, 6 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +5 Str +3 Dex ----- def ----- Armour +6 Spell.save +3 (+1 eff.) Mind.save +5 (+2 eff.) Max.HP +45.00 Confus- +20% ---------- misc Light +1 Unarmed combat: Power 23.0 - 25.3 Physical Uses 43% Wil, 83% Cun Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Battle Shout 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ebonyriver (0 def, 8 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Cun +4 Mag dps ---------- Crit.mult +10.00% Spell.pwr +20 (+10 eff.) Melee+ 7 mind Dmg.mod +9% mind +9% arcane +6% darkness ----- def ----- Armour +8 Fatigue +5% Resists +8% mind +5% arcane +10% darkness +8% light Mind.save +11 (+3 eff.) Max.HP +71.00 ---------- misc Vim/s.crit +1.00 Infravis +1 Unarmed combat: Power 34.0 - 47.6 Physical Uses 43% Wil, 83% Cun Acc+ +0.2% base dam (max 20%) Acc +9 Apr +15 Crit +10.0% Atk.spd 83% On Crit.r2 +30 light +21 darkness +9 mind On Hit: 10% Battle Shout 5 On Hit: 20% Psychic Lobotomy 5 Starfall: Puts all charms on 17 cooldown Level 1.0 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 47.11 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's voratun gauntlets of the iron hand (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +5 Str +3 Dex +4 Wil +2 Cun +3 Con ----- def ----- Armour +3 Fatigue +5% Phys.save +8 (+1 eff.) Disarm- +20% ---------- misc Cooldown Double Strike -1 Masteries +0.20 Technique/Grappling Unarmed combat: Power 28.5 - 39.9 Physical Uses 43% Wil, 83% Cun Acc+ +0.2% base dam (max 20%) Acc +5 Apr +15 Crit +20.0% Atk.spd 83% On Hit: 10% Disarm 5 On Hit: 10% Set Up 5 Metal gloves protecting the hands up to the middle of the lower arm. |
mindwoven linen wizard hat of lightning (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +11% lightning ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning ---------- misc Psi/turn +0.11 A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Magmareek' (3 def, 2 armour)2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +9 Cun +9 Wil dps ---------- Mind.crit +6% Spell.pwr +10 (+5 eff.) Dmg.mod +15% darkness +16% physical +12% light +15% temporal Acc +25 (+5 eff.) ----- def ----- Armour +2 Defense +3 (+1 eff.) Resists +3% fire Mind.save +22 (+6 eff.) Disarm- +10% Stun/Frz- +10% ---------- misc Mana/turn +3.00 Mana/ret +1.70 Max.mana +94.00 Hateful Whisper: Puts all charms on 13 cooldown Level 4.0 Pwr.cost 13 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 225 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.2 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 30% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Abyssfist the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Spell.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +12% fire Melee Ret 4 blight 2 fire ----- def ----- Armour +1 Fatigue +1% ---------- misc Max.mana +20.00 A cap made of leather. |
Runyharaldir the Cloudblast (25 def, 9 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +7 Str +9 Dex +5 Cun +9 Con dps ---------- Dmg.mod +9% lightning Res.pen +20% physical ----- def ----- Armour +9 Defense +25 (+7 eff.) Fatigue +3% A hat made of leather. Very stylish. |
The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+4 eff.) ----- def ----- Defense +8 (+3 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 16 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 20.33 mind and 20.33 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 21% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 20. Terrified: Deals 4.82 mind and 4.82 darkness damage per turn and increases cooldowns by 32%. Haunted: Causes the target to suffer 7.91 mind and 7.91 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
stabilizing drakeskin leather cap of ire (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +6 Str +4 Con ----- def ----- Armour +5 Fatigue +5% Phys.save +32 (+6 eff.) Mind.save +11 (+3 eff.) Battle Cry: Puts all charms on 24 cooldown Level 2.0 Pwr.cost 24 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. |
Siloma (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% Die.at -60.00 life HP.reg +4.00 Silence- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Psi/ret +0.12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Vorewen the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Dex +3 Mag +6 Con ----- def ----- Armour +3 Fatigue +5% Resists +6% nature +5% arcane Spell.save +4 (+2 eff.) Max.HP +54.00 Heal.mod +12% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+2 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
insulating voratun helm of knowledge (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +14% fire +12% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
10 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 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. |
8 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. |
12 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 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. |
7 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. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 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. |
15 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. |
12 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. |
17 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. |
16 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
20 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
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. |
400 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. |
63 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. |
Stormsaw2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Dex +2 Mag dps ---------- Melee Ret 2 lightning ----- def ----- Resists +6% lightning Mind.save +6 (+2 eff.) ---------- misc Light +4 See.Stealth +7 See.Invis +8 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(165 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
iron back support0.0 T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -4% ---------- misc Max.enc +10 Tinkers can be attached to normal items to improve them with steam power! |
mastercraft ablative armour0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +8 Crit.dmg- 28.00% Tinkers can be attached to normal items to improve them with steam power! |
steel armour reinforcement0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +2 Hardiness +20% Fatigue +4% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel armour reinforcement0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +3 Hardiness +20% Fatigue +3% Tinkers can be attached to normal items to improve them with steam power! |
stralite grounding strap0.0 T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +24% lightning Stun/Frz- +40% Tinkers can be attached to normal items to improve them with steam power! |
iron kinetic stabiliser0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +3 (+0 eff.) Pinning- +5% Knockbk- +5% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel kinetic stabiliser0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +9 (+2 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% 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 (+2 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grip0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +80% ---------- misc Talents +3 Iron Grip 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! |
potent air recycler0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
powerful air recycler0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel razor edge0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +12 Crit +12.0% Tinkers can be attached to normal items to improve them with steam power! |
stralite razor edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +16 Crit +16.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edge0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edge0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 48] amazing fiery salve [power 48]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 216% efficiency and 67% cooldown modifier. Remove 3 magical effects and grants a fiery aura (48% fire, light and lightning affinity) Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
great frost salve [power 42] great frost salve [power 42]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 216% efficiency and 67% cooldown modifier. Remove 2 physical effects and grants a frost aura (42% cold, darkness and nature affinity) Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 48] amazing frost salve [power 48]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 216% efficiency and 67% cooldown modifier. Remove 3 physical effects and grants a frost aura (48% cold, darkness and nature affinity) Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
great healing salve [power 595] great healing salve [power 595]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 216% efficiency and 67% cooldown modifier. Heal 595 Puts Talent Medical Injector on 13 cooldown Medical salve. |
amazing healing salve [power 692] amazing healing salve [power 692]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 216% efficiency and 67% cooldown modifier. Heal 692 Puts Talent Medical Injector on 13 cooldown Medical salve. |
great pain suppressor salve [power 519] great pain suppressor salve [power 519]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 216% efficiency and 67% cooldown modifier. Let you fight up to -519 life and reduces all damage by 23% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 9 cooldown Activation is instant. Medical salve. |
amazing pain suppressor salve [power 605] amazing pain suppressor salve [power 605]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 216% efficiency and 67% cooldown modifier. Let you fight up to -605 life and reduces all damage by 27% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 9 cooldown Activation is instant. Medical salve. |
great water salve [power 42] great water salve [power 42]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 216% efficiency and 67% cooldown modifier. Remove 2 mental effects and grants a water aura (42% blight, mind and acid affinity). Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
amazing water salve [power 48] amazing water salve [power 48]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 216% efficiency and 67% cooldown modifier. Remove 3 mental effects and grants a water aura (48% blight, mind and acid affinity). Puts Talent Medical Injector on 22 cooldown Activation is instant. Medical salve. |
Glorawyn (dig speed 37 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +2 Mag dps ---------- Crit.mult +10.00% Dmg.mod +6% nature Apr +1 ----- def ----- Defense +5 (+2 eff.) Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dream-smith's dwarven-steel pickaxe (dig speed 14 turns)3.0 T3 digger tool [Ego+] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +10% mind +7% fire ----- def ----- Mind.save +6 (+2 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns)3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 4.0 Pwr.cost 26 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 42.40 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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 387.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 22 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
powerful iron torque of clear mind [power 1] (22 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+2 eff.) Psionic Pull: Level 3.0 Pwr.cost 16 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 105 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
piercing steel torque of clear mind [power 2] (22 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to increase all damage penetration by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of clear mind [power 2] (22 cooldown)2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged voratun torque of mindblast [power 580] (15 cooldown)2.0 T5 torque charm [Ego+] Psionic Blast the opponent's mind dealing 621 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 9 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
Blastserpent [power 554] (13 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: Stats +4 Mag +3 Wil +3 Cun +8 Con dps ---------- Dmg.mod +9% lightning ----- def ----- Resists +15% lightning ---------- misc Infravis +3 See.Invis +9 Sting an enemy dealing 609 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to increase all damage penetration by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By slaying your mind with my posting the Krog Mindslayer level 32
36th Pyre 123rd year of Ascendancy at 11:20 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By slaying your mind with my posting the Krog Mindslayer level 42
11st Haze 123rd year of Ascendancy at 14:33 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By slaying your mind with my posting the Krog Mindslayer level 21
61st Haze 122nd year of Ascendancy at 16:12 see stats
Arachnophobia
Destroyed the spydric menace.By slaying your mind with my posting the Krog Mindslayer level 35
71st Pyre 123rd year of Ascendancy at 00:32 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By slaying your mind with my posting the Krog Mindslayer level 43
13rd Haze 123rd year of Ascendancy at 06:09 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By slaying your mind with my posting the Krog Mindslayer level 41
64th Dusk 123rd year of Ascendancy at 12:07 see stats
Brave new world
Went to the Far East and took part in the war.By slaying your mind with my posting the Krog Mindslayer level 34
66th Pyre 123rd year of Ascendancy at 12:35 see stats
Bringer of Doom
Killed a Bringer of Doom.By slaying your mind with my posting the Krog Mindslayer level 14
38th Dusk 122nd year of Ascendancy at 10:00 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By slaying your mind with my posting the Krog Mindslayer level 14
27th Dusk 122nd year of Ascendancy at 05:16 see stats
Destroyer's bane
Killed Golbug the Destroyer.By slaying your mind with my posting the Krog Mindslayer level 33
62nd Pyre 123rd year of Ascendancy at 04:40 see stats
Dragon's Greed
Amassed 8000 gold pieces.By slaying your mind with my posting the Krog Mindslayer level 50
3rd Decay 123rd year of Ascendancy at 20:57 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By slaying your mind with my posting the Krog Mindslayer level 50
5th Decay 123rd year of Ascendancy at 04:11 see stats
Exterminator
Killed 1000 creatures.By slaying your mind with my posting the Krog Mindslayer level 17
48th Dusk 122nd year of Ascendancy at 06:17 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By slaying your mind with my posting the Krog Mindslayer level 24
49th Regrowth 123rd year of Ascendancy at 00:57 see stats
Fear me not!
Survived the Fearscape!By slaying your mind with my posting the Krog Mindslayer level 27
79th Regrowth 123rd year of Ascendancy at 10:22 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By slaying your mind with my posting the Krog Mindslayer level 50
73rd Haze 123rd year of Ascendancy at 13:10 see stats
Guiding Hand
Saved all escorted adventurers.By slaying your mind with my posting the Krog Mindslayer level 33
59th Pyre 123rd year of Ascendancy at 19:59 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By slaying your mind with my posting the Krog Mindslayer level 24
7th Allure 123rd year of Ascendancy at 23:24 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By slaying your mind with my posting the Krog Mindslayer level 44
13rd Haze 123rd year of Ascendancy at 07:26 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By slaying your mind with my posting the Krog Mindslayer level 32
44th Pyre 123rd year of Ascendancy at 21:52 see stats
Level 10
Got a character to level 10.By slaying your mind with my posting the Krog Mindslayer level 10
6th Mirth 122nd year of Ascendancy at 16:31 see stats
Level 20
Got a character to level 20.By slaying your mind with my posting the Krog Mindslayer level 20
36th Haze 122nd year of Ascendancy at 07:21 see stats
Level 30
Got a character to level 30.By slaying your mind with my posting the Krog Mindslayer level 30
25th Pyre 123rd year of Ascendancy at 19:47 see stats
Level 40
Got a character to level 40.By slaying your mind with my posting the Krog Mindslayer level 40
38th Dusk 123rd year of Ascendancy at 06:38 see stats
Level 50
Got a character to level 50.By slaying your mind with my posting the Krog Mindslayer level 50
46th Haze 123rd year of Ascendancy at 13:12 see stats
Orcrist
Killed the leaders of the Orc Pride.By slaying your mind with my posting the Krog Mindslayer level 50
71st Haze 123rd year of Ascendancy at 20:10 see stats
Poisonous
Sided with the assassin lord.By slaying your mind with my posting the Krog Mindslayer level 18
65th Dusk 122nd year of Ascendancy at 04:44 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By slaying your mind with my posting the Krog Mindslayer level 50
47th Haze 123rd year of Ascendancy at 07:17 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By slaying your mind with my posting the Krog Mindslayer level 26
69th Regrowth 123rd year of Ascendancy at 21:30 see stats
Size is everything
Did over 1500 damage in one attack.By slaying your mind with my posting the Krog Mindslayer level 43
11st Haze 123rd year of Ascendancy at 22:01 see stats
Size matters
Did over 600 damage in one attack.By slaying your mind with my posting the Krog Mindslayer level 28
2nd Pyre 123rd year of Ascendancy at 10:51 see stats
Sliders
Activated a portal using the Orb of Many Ways.By slaying your mind with my posting the Krog Mindslayer level 34
62nd Pyre 123rd year of Ascendancy at 09:20 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By slaying your mind with my posting the Krog Mindslayer level 50
5th Decay 123rd year of Ascendancy at 04:08 see stats
The Arena
Unlocked Arena mode.By slaying your mind with my posting the Krog Mindslayer level 7
78th Pyre 122nd year of Ascendancy at 16:08 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By slaying your mind with my posting the Krog Mindslayer level 50
71st Haze 123rd year of Ascendancy at 14:50 see stats
The Rat Lich
Killed the terrible Rat Lich.By slaying your mind with my posting the Krog Mindslayer level 26
77th Regrowth 123rd year of Ascendancy at 22:44 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By slaying your mind with my posting the Krog Mindslayer level 21
57th Haze 122nd year of Ascendancy at 15:59 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By slaying your mind with my posting the Krog Mindslayer level 18
22nd Haze 122nd year of Ascendancy at 06:26 see stats
The Sun Still Shines
Aeryn survived the last battle.By slaying your mind with my posting the Krog Mindslayer level 50
5th Decay 123rd year of Ascendancy at 04:11 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By slaying your mind with my posting the Krog Mindslayer level 50
46th Haze 123rd year of Ascendancy at 15:46 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By slaying your mind with my posting the Krog Mindslayer level 36
5th Flare 123rd year of Ascendancy at 12:35 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By slaying your mind with my posting the Krog Mindslayer level 29
24th Pyre 123rd year of Ascendancy at 20:09 see stats
Treasure Hunter
Amassed 1000 gold pieces.By slaying your mind with my posting the Krog Mindslayer level 17
48th Dusk 122nd year of Ascendancy at 15:22 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By slaying your mind with my posting the Krog Mindslayer level 31
32nd Pyre 123rd year of Ascendancy at 12:59 see stats
Log
Slaying your mind with my posting uses Track.
Rested for 101 turns (stop reason: all resources and life at maximum).
Talent Track is ready to use.
Slaying your mind with my posting uses Track.
Slaying your mind with my posting picks up (j.): shatter afflictions rune of the titan (absorb 168; cd 17).
Slaying your mind with my posting picks up ( .): barbed pouch of voratun shots of torment (20/20, 68-82 power, 6 apr).
Learnt new tinker schematic: Botanical Shell
Slaying your mind with my posting picks up ( .): ranger's dragonbone longbow of dexterity (+14).
Talent Track is ready to use.
Slaying your mind with my posting uses Track.
Ran for 6 turns (stop reason: interesting terrain).
Resting starts...
Rested for 2 turns (stop reason: all resources and life at maximum).
Talent Track is ready to use.
Slaying your mind with my posting uses Track.
Talent Track is ready to use.
Slaying your mind with my posting uses Track.
Slaying your mind with my posting picks up ( .): fire opal.
Ran for 13 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: at portal).
Talent Track is ready to use.
Slaying your mind with my posting uses Track.
















































































































































































































