










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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: 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:
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:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Items Vault 1.7.6Donators/Buyers bonus! Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 50 / 62% |
| Size | big |
| Lifes / Deaths | Killed by Salata the elven blood mage at level 34 on the 13rd Regrowth 123rd year of Ascendancy at 17:36 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 157 (base 60) |
| Dexterity | 62 (base 47) |
| Constitution | 77 (base 60) |
| Magic | 20 (base 10) |
| Willpower | 62 (base 25) |
| Cunning | 100 (base 30) |
Resources
| Life | 2002/2002 |
| Stamina | 307/307 |
| Equilibrium | 50 |
| Healing Factor | 2.2882419580056 |
| Regeneration | 103.35117640614 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +129.8% |
Vision
| Sight | 8 |
| Lite | 11 |
| Infravision | 6 |
| See Stealth | 89.130263235346 |
| See Invisible | 123.13026323535 |
| ESP Range | 10 |
| ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
| Damage | 323 |
| Accuracy | 70 |
| Crit Chance | 77% |
| APR | 35 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 8.5 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Mind
| Mindpower | 64 |
| Crit Chance | 50% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +44% |
| Light | +39% |
| Blight | +32% |
| Nature | +49% |
| Mind | +33% |
| All | +24% |
Offense: Damage Penetration
| Fire | +46% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 60 (76.987013568881%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 56 |
| Spell Save | 62 |
| Mental Save | 54 |
Defense: Resistances
| Acid | + 40%( 70%) |
| Blight | + 47%( 70%) |
| Arcane | + 36%( 70%) |
| Cold | + 40%( 70%) |
| All | + 25%( 70%) |
| Physical | + 27%( 70%) |
| Lightning | + 40%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 40%( 70%) |
| Mind | + 36%( 70%) |
| Darkness | + 59%( 80%) |
| Fire | + 70%( 70%) |
| Nature | + 67%( 70%) |
Defense: Immunities
| Stun Resistance | 84% |
| Bleed Resistance | 10% |
| Confusion Resistance | 31% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 959% 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. |
| Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -898 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 898 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 364 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 862 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 4/5 |
| 3/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Berserker Rage |
| talent | Precise Strikes |
| talent | Elemental Harmony |
| talent | Antimagic Shield |
| beneficial effect | You gain 37% resistance against nature. Resolve |
| detrimental effect | The target is poisoned, taking 10.25 nature damage per turn. Poison |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 some of the Krogs. * 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 injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Strength by +5. | 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 Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Strength by +5. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1063. | 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 Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an 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. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 24 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Quiver | Uredohir (14/14, 45-63 power, 10 apr)3.0 T3 arrow ammo [Random Unique] Nature/Master Power 45.0 - 63.0 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +14.0% Capacity 14 Ranged+ +12 lightning +17 nature On Hit.r1 +16 temporal On Crit.r2 +12 lightning +4 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) On Crit: * Wound the target dealing 339 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | watchleader's alchemist's lamp of health1.0 T3 lite [Ego+] Nature/Master While equipped: ----- def ----- Max.HP +40.00 Blind- +28% Confus- +21% ---------- misc Light +9 See.Stealth +14 See.Invis +14 Track: Puts all charms on 29 cooldown Level 6.5 Pwr.cost 29 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 37 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Yaldan Baoth (0 def, 10 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 29 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
| Tool | Fortune's Eye2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+3 eff.) Apr +12 ----- def ----- Defense +12 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 3.5 Pwr.cost 13 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 28 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
| On fingers | stralite ruby ring0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +4 Str +4 Dex +4 Mag +12 Wil +18 Cun +4 Con dps ---------- Mind.pwr +12 (+3 eff.) Melee+ 29 physical Ranged+ 28 physical Dmg.mod +9% mind Melee Ret 4 blight On Hit (Melee): * 36% chance to reduce all saves and defense by 37 On Hit (Ranged): * 18% chance to reduce all saves and defense by 37 ----- def ----- Resists +9% blight +9% fire HP.reg +6.00 Stun/Frz- +44% ---------- misc Hate/m.crit +3.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 15 cooldown Level 5.5 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
| On fingers | stralite amber ring0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Phys.pwr +17 (+3 eff.) Spell.pwr +12 (+2 eff.) Mind.pwr +14 (+3 eff.) Dmg.mod +15% all Res.pen +25% fire Melee Ret 10 fire ----- def ----- Armour +14 Resists +6% fire Max.HP +73.00 HP.reg +16.00 Heal.mod +17% Rings make your fingers look great! |
| Around waist | Silybretta the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +8 Str dps ---------- Crit.mult +20.00% Apr +4 ----- def ----- Resists +3% physical Phys.save +6 (+2 eff.) HP.reg +2.30 Heal.mod +21% ---------- misc Stam/turn +2.00 A belt that goes around your waist. |
| In main hand | Zykan the voratun greatmaul (86-129 power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Nature/Disrupt/Master Power 86.0 - 129.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +16 mind On Crit.r2 +126 fire On Crit: * Deals 106 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) While equipped: dps ---------- All.spd +10% Res.pen +21% fire ----- def ----- Armour +6 Defense +5 (+2 eff.) Cut- +10% ---------- misc Max.psi +20.00 Massive two-handed mauls. |
| On hands | Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+3 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+4 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 203.36 arcane damage and stunned). Uses 73 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Main armor | Breath of Eyal (10 def, 10 armour)9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+2 eff.) ----- def ----- Armour +10 Defense +10 (+3 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +10% all +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+5 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
| Cloak | Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +15% mind Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 5.0 Pwr.cost 8 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 80 points of damage the target suffers will reduce the effect duration by one turn. When Slumber 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. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
| Around neck | Limmir's Amulet of the Moon0.1 T5 amulet jewelry [Unique] While equipped: Stats +8 Cun +8 Dex dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +16 (+2 eff.) Mov.spd +15% Dmg.mod +20% lightning +9% all Melee Ret 34 darkness ----- def ----- Resists +50% light +50% fire Ignore.dmg +8% Affinity +20% lightning +20% fire +20% light Heal.mod +50% Blind- +100% ---------- misc Light +4 Infravis +3 See.Invis +34 Telepathy Demon/Major Demon/Minor Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 16%; reduction 3; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the warrior (heal 420; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 420 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength 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 |
healing infusion of the warrior (heal 362; cd 14)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 instantly heal yourself for 362 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength 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 |
heroism infusion of the warrior (die at -1076; dur 8; cd 29)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -1076 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 1076 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength 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 |
heroism infusion of the warrior (die at -1043; dur 6; cd 32)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 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 6 turns. While Heroism is active, you will only die when reaching -1043 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 1043 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength 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 |
heroism infusion of the warrior (die at -1101; dur 7; cd 33)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 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 -1101 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 1101 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 Strength 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 |
heroism infusion of the warrior (die at -892; dur 5; cd 27)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 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 5 turns. While Heroism is active, you will only die when reaching -892 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 892 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength 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 |
heroism infusion of the wizard (die at -407; dur 7; cd 35)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 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 -407 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 407 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 Magic 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 (speed 430%; cd 17)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 2.5 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 increase movement speed by 430% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the duelist (heal 401; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 401 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 271; 14 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 271 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. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 400; 15 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 400 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the titan (heal 572; 14 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 572 life over 5 turns. 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 warrior (heal 594; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 594 life over 5 turns. Its effects scale with your Strength 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 warrior (heal 594; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 594 life over 5 turns. Its effects scale with your Strength 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 warrior (heal 766; 14 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 766 life over 5 turns. Its effects scale with your Strength 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 warrior (heal 594; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 594 life over 5 turns. Its effects scale with your Strength 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 |
wild infusion of the psychic (res 32%; physical; dur 4; cd 15)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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 32% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 sneak (res 37%; mental; dur 4; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 37% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 35%; mental; dur 4; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 35% for 4 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. |
wild infusion of the warrior (res 52%; magical, physical; dur 3; cd 14)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 cure yourself of one random magical and physical effect and reduce all damage taken by 52% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 warrior (res 50%; mental; dur 4; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 50% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Tome of Uttercold0.1 tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
Zanoroddahir the Raincast0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +3% cold Acc +15 (+4 eff.) ----- def ----- Armour +12 Resists +12% temporal Pinning- +20% Knockbk- +20% Amulets make your neck look great! |
vitalizing copper amulet of murder0.1 T1 amulet jewelry [Ego++] Nature/Master While equipped: Stats +3 Con dps ---------- Crit.mult +11.00% Acc +6 (+1 eff.) Apr +12 ----- def ----- Phys.save +7 (+2 eff.) Max.HP +35.00 HP.reg +3.00 Amulets make your neck look great! |
Duatheltide0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +5% darkness Melee Ret 8 fire On Hit (Melee): * 20% chance to reduce damage dealt by 30% ----- def ----- Resists +14% lightning +9% fire Stun/Frz- +28% Amulets make your neck look great! |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 3.5 Pwr.cost 26 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 395 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+4 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Festerweeper the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: ----- def ----- Armour +4 Fatigue -6% Resists +12% blight +9% nature +9% acid Crit.chn- 15.00% Die.at -20.00 life HP.reg +3.00 Blind- +20% Amulets make your neck look great! |
Hazebolt the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +5 Cun dps ---------- Dmg.mod +15% cold Res.pen +15% light +10% acid Melee Ret 10 cold ----- def ----- Resists +20% light Amulets make your neck look great! |
clarifying steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +13% mind Heal.mod +10% Cut- +50% Confus- +22% Heal: Puts all charms on 26 cooldown Level 3.5 Pwr.cost 26 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 415 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
cleansing steel amulet of mastery (0.11 Technique / Berserker's strength)0.1 T2 amulet jewelry [Ego] Disrupt/Master While equipped: ----- def ----- Resists +12% nature +10% blight Poison- +22% Disease- +20% ---------- misc Masteries +0.11 Technique/Berserker's strength Amulets make your neck look great! |
savior's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +12 (+4 eff.) Amulets make your neck look great! |
steel amulet 'Boltvortex'0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +12% fire ----- def ----- Resists +18% acid +9% temporal +13% light +6% cold +21% darkness Blind- +32% Amulets make your neck look great! |
Kindlehack the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Wil dps ---------- Dmg.mod +12% fire +12% mind +12% arcane Res.pen +10% mind +25% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 37 Amulets make your neck look great! |
Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 190 strength, based on Magic) for 5 turns. Uses 18 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+10 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.5 Pwr.cost 26 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (108). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
gold amulet 'Aeramithra'0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +1 Str dps ---------- Res.pen +25% blight ----- def ----- Fatigue -6% Spell.save +12 (+3 eff.) HP.reg +3.00 ---------- misc Max.vim +50.00 Amulets make your neck look great! |
gold amulet 'Berirach'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Str +3 Con ----- def ----- Armour +16 Resists +15% lightning +12% darkness Blind- +28% ---------- misc Infravis +4 Sight +2 See.Invis +9 Amulets make your neck look great! |
gold amulet 'Chamoregobar'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Dex dps ---------- Spell.crit +3% Phasing +30% ----- def ----- Resists +9% mind Spell.save +15 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.40 Amulets make your neck look great! |
gold amulet 'Deepsburst'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Mag +7 Con dps ---------- Spell.crit +3% Dmg.mod +12% blight ----- def ----- Resists +6% darkness ---------- misc Mana/s.crit +2.00 Max.vim +40.00 Amulets make your neck look great! |
gold amulet 'Mayolramira'0.1 T3 amulet jewelry [Rare] Arcane While equipped: dps ---------- Melee+ 9 light 10 darkness Dmg.mod +10% light +8% darkness On Melee Ret: * 7% chance to reduce damage dealt by 30% * 8% chance to blind ----- def ----- Resists +6% acid +2% physical Mind.save +18 (+6 eff.) Cut- +20% Silence- +20% Teleport- +20% Amulets make your neck look great! |
gold amulet 'Umbraking'0.1 T3 amulet jewelry [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Mind.pwr +9 (+2 eff.) Melee Ret 8 acid 2 darkness ----- def ----- Resists +12% temporal +5% arcane +3% darkness Mind.save +7 (+2 eff.) Confus- +10% Amulets make your neck look great! |
protective gold amulet of cunning (+4)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Cun ----- def ----- Armour +5 Defense +7 (+2 eff.) Res.Cap +4% all Phys.save +9 (+3 eff.) Amulets make your neck look great! |
Deepsshine the stralite amulet0.1 T4 amulet jewelry [Random Unique] Nature While equipped: Stats +6 Str +3 Dex +2 Cun dps ---------- Res.pen +20% darkness ----- def ----- Resists +11% lightning +19% light +18% darkness Blind- +26% Stun/Frz- +44% ---------- misc See.Invis +6 Amulets make your neck look great! |
Pendant of the Sun and Moons0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+1 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 4.5 Pwr.cost 22 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 5 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Poxmortal0.1 T4 amulet jewelry [Rare] Disrupt While equipped: Stats +5 Cun dps ---------- Mind.pwr +15 (+4 eff.) Dmg.mod +9% nature +12% mind Res.pen +20% mind +25% nature ----- def ----- Resists +19% nature +26% blight Poison- +44% Disease- +36% ---------- misc Psi/ret +0.12 Light +3 Amulets make your neck look great! |
Salota0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +5 Cun +3 Wil dps ---------- Spell.pwr +15 (+2 eff.) Mind.pwr +20 (+5 eff.) Dmg.mod +15% blight Res.pen +15% blight ----- def ----- Resists +12% physical Mind.save +15 (+5 eff.) ---------- misc Stam/turn +0.90 Equi/ret +0.16 See.Invis +12 Amulets make your neck look great! |
Starwedge0.1 T4 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% light +6% temporal Res.pen +10% temporal Melee Ret 4 temporal On Hit (Melee): * 20% chance to slow global speed by 65% ----- def ----- Resists +12% light ---------- misc Light +3 Masteries +0.27 Cunning/Dirty fighting Amulets make your neck look great! |
Tempestbliss the stralite amulet0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +7 Dex +11 Cun +8 Con dps ---------- Crit.mult +20.00% Mov.spd +10% Res.pen +10% mind ----- def ----- Defense +25 (+7 eff.) Fatigue -9% Resists +9% blight +12% nature +6% lightning Crit.chn- 10.00% Die.at -40.00 life HP.reg +5.00 ---------- misc Stam/turn +1.20 Amulets make your neck look great! |
Zemekkys' Broken Hourglass0.1 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Time Stop: Level 2.5 Pwr.cost 37 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
archmage's stralite amulet of manastreaming0.1 T4 amulet jewelry [Ego++] Arcane While equipped: Stats +7 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+0 eff.) S.pwr/crit +4 Dmg.mod +6% acid +6% fire +6% cold +5% lightning ---------- misc Mana/turn +0.26 Max.mana +28.00 Amulets make your neck look great! |
clarifying stralite amulet of the eclipse0.1 T4 amulet jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Melee+ 9 light 9 darkness Dmg.mod +8% light +11% darkness On Melee Ret: * 9% chance to reduce damage dealt by 30% * 12% chance to blind ----- def ----- Resists +21% mind Confus- +28% Amulets make your neck look great! |
serendipitous stralite amulet0.1 T4 amulet jewelry [Ego+] Nature While equipped: Stats +6 Lck dps ---------- Acc +14 (+3 eff.) ----- def ----- Defense +15 (+4 eff.) Unseen.red 14% Amulets make your neck look great! |
starseer's stralite amulet of the eclipse0.1 T4 amulet jewelry [Ego++] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Spell.pwr +6 (+1 eff.) Melee+ 9 light 9 darkness Dmg.mod +6% temporal +6% physical +16% light +15% darkness On Melee Ret: * 9% chance to reduce damage dealt by 30% * 5% chance to blind Amulets make your neck look great! |
wanderer's stralite amulet of strength (+2)0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: Stats +2 Str +7 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -7% HP.reg +3.00 ---------- misc Stam/turn +0.90 Amulets make your neck look great! |
warrior's stralite amulet of mastery (0.33 Technique / Combat veteran)0.1 T4 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +8% physical ---------- misc Stam/turn +0.70 Masteries +0.33 Technique/Combat veteran Amulets make your neck look great! |
warrior's stralite amulet of mastery (0.26 Technique / Warcries)0.1 T4 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.50 Masteries +0.26 Technique/Warcries Amulets make your neck look great! |
Ce'Nylaith the Puredare0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +19 Lck dps ---------- Dmg.mod +32% mind Res.pen +26% acid Acc +13 (+3 eff.) Melee Ret 8 mind On Hit (Melee): * 21% chance to slow global speed by 65% ----- def ----- Defense +18 (+5 eff.) Resists +30% acid Unseen.red 19% Amulets make your neck look great! |
warrior's voratun amulet0.1 T5 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% physical ---------- misc Stam/turn +1.00 Amulets make your neck look great! |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) Confus- +20% Rings make your fingers look great! |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Rings make your fingers look great! |
savior's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Max.HP +21.00 Disarm- +21% Pinning- +21% Knockbk- +21% Rings make your fingers look great! |
Lisuda the Daypunish0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +12% arcane +9% light Res.pen +10% light ----- def ----- Resists +12% arcane Max.HP +22.00 Disarm- +26% Pinning- +22% Knockbk- +24% ---------- misc Light +3 Rings make your fingers look great! |
Ravenkill the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +3 Dex +5 Con dps ---------- Phys.pwr +8 (+1 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +11% acid +6% mind Acc +6 (+1 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 30% ----- def ----- Resists +22% acid Rings make your fingers look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
psionicist's steel ring of clarity0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +11 (+4 eff.) Confus- +21% Rings make your fingers look great! |
psionicist's steel ring of nature (+24%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +12% nature ----- def ----- Resists +24% nature Mind.save +6 (+2 eff.) Rings make your fingers look great! |
steel ring of misery0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 10 physical Ranged+ 12 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 37 On Hit (Ranged): * 10% chance to reduce all saves and defense by 37 ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 15 cooldown Level 3.5 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
Bethiyata the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Con ----- def ----- Armour +10 Resists +18% acid +6% mind Phys.save +6 (+2 eff.) Spell.save +19 (+5 eff.) Mind.save +15 (+5 eff.) Heal.mod +10% Teleport- +20% ---------- misc Max.stam +28.00 Rings make your fingers look great! |
Chillspike the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning +27% cold Res.pen +10% cold ----- def ----- Resists +12% lightning Max.HP +24.00 Disarm- +27% Pinning- +38% Knockbk- +20% Rings make your fingers look great! |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
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 (+4 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. |
Silalratha the gold ring0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Crit.mult +20.00% Phys.pwr +20 (+4 eff.) Spell.pwr +15 (+2 eff.) Dmg.mod +15% light +9% physical Acc +5 (+1 eff.) ----- def ----- Armour +8 Resists +30% light Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +3% ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
gold emerald ring0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Dex +5 Wil +12 Cun dps ---------- Melee+ 20 physical Ranged+ 20 physical Acc +8 (+2 eff.) On Hit (Melee): * 15% chance to reduce all saves and defense by 37 On Hit (Ranged): * 13% chance to reduce all saves and defense by 37 ----- def ----- Armour +3 Defense +10 (+3 eff.) Resists +3% all +3% fire Crit.chn- 15.00% Mind.save +10 (+3 eff.) Disease- +20% Stun/Frz- +20% ---------- misc Hate/m.crit +2.00 Max.hate +10.00 Bleeding Edge: Puts all charms on 15 cooldown Level 3.5 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
gold garnet ring0.1 T3 ring jewelry [Random Unique] Master While equipped: Stats +10 Str dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all ----- def ----- Armour +20 Resists +5% arcane +9% darkness Spell.save +3 (+1 eff.) HP.reg +4.00 Heal.mod +5% Poison- +10% Cut- +20% Stun/Frz- +34% Rings make your fingers look great! |
gold ring 'Cinderstun'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +2.0% Phys.pwr +10 (+2 eff.) Dmg.mod +15% fire +9% physical Res.pen +15% fire Apr +7 ----- def ----- Fatigue -7% ---------- misc Max.enc +32 Stam/turn +3.00 Rings make your fingers look great! |
painweaver's gold ring of misery0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +3 Cun dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +8 (+1 eff.) Mind.pwr +5 (+1 eff.) Melee+ 8 physical Ranged+ 10 physical Dmg.mod +5% all On Hit (Melee): * 13% chance to reduce all saves and defense by 37 On Hit (Ranged): * 10% chance to reduce all saves and defense by 37 ---------- misc Hate/m.crit +1.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 15 cooldown Level 3.5 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
savage's gold ring of tenacity0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +3 Con ----- def ----- Spell.save +11 (+3 eff.) Max.HP +26.00 Disarm- +23% Pinning- +20% Knockbk- +30% ---------- misc Max.stam +19.00 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 pilfering0.1 T4 ring jewelry [Ego++] Master While equipped: Stats +7 Cun +5 Dex dps ---------- Acc +15 (+4 eff.) Apr +14 ----- def ----- Defense +15 (+4 eff.) Disengage: Puts all charms on 8 cooldown Level 3.5 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
stralite jade ring0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Armour +4 Resists +4% all Max.HP +60.00 HP.reg +9.00 Heal.mod +17% Rings make your fingers look great! |
stralite jade ring0.1 T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Con +8 Wil dps ---------- Apr +2 Melee Ret 10 physical ----- def ----- Armour +4 Fatigue -8% Resists +11% blight +3% light +13% nature +4% all Phys.save +15 (+5 eff.) Mind.save +16 (+5 eff.) Poison- +23% Disease- +26% ---------- misc Max.enc +31 Max.stam +30.00 Rings make your fingers look great! |
stralite ruby ring0.1 T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +13 Str +4 Dex +4 Mag +4 Wil +11 Cun +12 Con dps ---------- Phys.pwr +11 (+2 eff.) Melee+ 29 physical Ranged+ 20 physical Dmg.mod +14% cold On Hit (Melee): * 18% chance to reduce all saves and defense by 37 * 10 arcane resource burn * 20% chance to reduce armor by 14% On Hit (Ranged): * 17% chance to reduce all saves and defense by 37 ----- def ----- Resists +9% lightning +28% cold +15% temporal +3% blight ---------- misc Hate/m.crit +2.00 Max.hate +12.00 Bleeding Edge: Puts all charms on 15 cooldown Level 3.5 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
stralite ruby ring0.1 T4 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +9 Cun +4 Con dps ---------- Melee+ 24 physical Ranged+ 26 physical Dmg.mod +10% nature +18% cold On Hit (Melee): * 14% chance to reduce all saves and defense by 37 * 20% chance to reduce damage dealt by 30% On Hit (Ranged): * 18% chance to reduce all saves and defense by 37 ----- def ----- Resists +20% nature +51% cold Spell.save +12 (+3 eff.) ---------- misc Hate/m.crit +3.00 Max.hate +11.00 Bleeding Edge: Puts all charms on 15 cooldown Level 5.5 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
Brightnigh the voratun ring0.1 T5 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% arcane Res.pen +26% lightning Melee Ret 10 lightning ----- def ----- Resists +6% lightning +5% arcane +18% darkness +21% light Blind- +50% ---------- misc Light +2 Infravis +6 See.Stealth +18 See.Invis +22 Rings make your fingers look great! |
Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
psionicist's voratun ring of clarity0.1 T5 ring jewelry [Ego] Psionic While equipped: Stats +6 Wil ----- def ----- Mind.save +22 (+7 eff.) Confus- +47% Rings make your fingers look great! |
solipsist's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +13 (+3 eff.) ----- def ----- Max.HP +83.00 HP.reg +15.00 Heal.mod +14% Rings make your fingers look great! |
titan's voratun ring of life0.1 T5 ring jewelry [Ego+] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Max.HP +63.00 HP.reg +17.00 Heal.mod +20% Rings make your fingers look great! |
voratun ring of life0.1 T5 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +62.00 HP.reg +13.00 Heal.mod +13% Rings make your fingers look great! |
Eclipse (18-22 power, 4 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 32 [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+2 eff.) Dmg.mod +15% light +15% physical +15% darkness +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Gravitational Staff (30-36 power, 8 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 35 [Unique] Arcane Power 30.0 - 36.0 Gravity pin Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+2 eff.) Dmg.mod +20% physical +10% temporal ----- def ----- Resists +15% physical ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Level 4.5 Pwr.cost 11 out of 14/14. Range 6 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 74.52 physical (gravity) damage. Each target moved beyond the first increases the damage by 9.31 (up to a maximum of 37.26 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Sceptre of the Archlich (40-48 power, 12 apr, darkness element)5.0 T5 staff 2H weapon Reqs Mag 50 [Unique] Arcane It desires to be surrounded by undeath. Power 40.0 - 48.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +40 (+4 eff.) Dmg.mod +35% darkness ---------- misc Masteries +0.20 Spell/Animus +0.20 Spell/Master of flesh +0.20 Spell/Master necromancer +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
dragonbone vilestaff 'Chargeraider' (30-36 power, 6 apr, acid element)5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +15 (+2 eff.) S.pwr/crit +6 Dmg.mod +30% acid +3% lightning Res.pen +10% temporal ----- def ----- Armour +5 Defense +6 (+2 eff.) Resists +15% temporal Phys.save +12 (+4 eff.) Spell.save +11 (+3 eff.) Mind.save +12 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Wards +2 acid Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding dragonbone magestaff (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +5% Spell.pwr +25 (+2 eff.) Dmg.mod +30% fire ----- def ----- HP.reg +0.70 Heal.mod +23% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)3.0 T4 battleaxe 2H weapon [Unique] Master Power 68.0 - 102.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+2 eff.) Stun/Frz- +30% Knockbk- +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Eksatin's Ultimatum (63-94 power, 25 apr)3.0 T4 battleaxe 2H weapon [Unique] Master Power 63.0 - 94.5 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Crit +25.0% Atk.spd 100% On Crit: * decapitate a weakened target While equipped: dps ---------- Crit.mult +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. This item has been sent to the Item's Vault. |
Spellcrusher (32-48 power, 4 apr)5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 32.0 - 48.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+4 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
steel greatmaul 'Skysorrow' (30-44 power, 4 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Disrupt/Master Power 29.5 - 44.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.0% Atk.spd 100% On Hit: * 9% chance to slow global speed by 65% On Crit: * Wound the target dealing 339 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +9 (+2 eff.) Res.pen +15% lightning Acc +12 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +35% ---------- misc Stam/turn +3.00 Massive two-handed mauls. |
Pusstreaker the dwarven-steel greatmaul (44-66 power, 2 apr)5.0 T3 greatmaul 2H weapon [Random Unique] Disrupt/Master/Psionic Power 44.0 - 66.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: Stats +7 Dex dps ---------- Phys.spd +10% Acc +17 (+4 eff.) Apr +1 On Hit (Melee): * 10% chance to slow global speed by 65% ----- def ----- Armour +4 Resists +13% acid +2% physical +13% lightning +16% fire +16% cold +7% all Spell.save +12 (+3 eff.) ---------- misc Stam/turn +2.00 Massive two-handed mauls. |
Skygrind the dwarven-steel greatmaul (60-90 power, 4 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 60.0 - 90.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +12 physical While equipped: dps ---------- Phys.pwr +30 (+5 eff.) Dmg.mod +18% lightning ----- def ----- Armour +6 ---------- misc Max.stam +30.00 Massive two-handed mauls. |
Eloba the stralite greatmaul (70-106 power, 3 apr)5.0 T4 greatmaul 2H weapon [Random Unique] Disrupt/Master Power 70.5 - 105.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Str +2 Mag +3 Con dps ---------- Phys.crit +17.0% On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +17% acid +6% temporal +6% darkness +20% lightning +21% fire +20% cold +7% all Spell.save +17 (+4 eff.) ---------- misc Infravis +1 Massive two-handed mauls. |
Bloomviper the dwarven-steel greatsword (38-61 power, 5 apr)3.0 T3 greatsword 2H weapon [Random Unique] Nature/Psionic Power 38.0 - 60.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +3.5% Atk.spd 100% Phasing +30% Melee+ +17 nature On Crit.r2 +8 nature +7 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +2 Str dps ---------- All.spd +6% Dmg.mod +6% nature Res.pen +14% fire Massive two-handed swords. |
Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 129% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Infernoclash (35-56 power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Nature/Psionic Power 35.0 - 56.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 fire +35 nature +14 darkness Against +12% Living While equipped: dps ---------- Res.pen +10% mind Melee Ret 8 fire On Hit (Melee): * 10% chance to reduce all saves and defense by 37 Massive two-handed swords. |
Zubynne (62-100 power, 3 apr)3.0 T4 greatsword 2H weapon [Random Unique] Nature/Master Power 62.5 - 100.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +84 fire On Crit: * Wound the target dealing 339 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Con dps ---------- Phys.crit +14.0% Phys.pwr +13 (+2 eff.) All.spd +8% Res.pen +5% arcane +24% fire ---------- misc Light +3 Infravis +3 Massive two-handed swords. |
voratun greatsword 'Halidil' (62-99 power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Nature/Master Power 62.0 - 99.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +4 mind +20 nature On Hit.r1 +4 mind On Crit.r2 +8 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Phys.crit +21.0% Crit.mult +42.00% Dmg.mod +9% mind Acc +14 (+3 eff.) Apr +7 ----- def ----- Defense +17 (+5 eff.) Resists +6% mind Disarm- +45% Massive two-handed swords. |
Perseverance (31-43 power, 9 apr)3.0 T3 longsword 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 20% Wil, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Spell.save +18 (+5 eff.) Confus- +30% Stun/Frz- +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
Sword of Potential Futures (28-39 power, 10 apr)3.0 T3 longsword 1H weapon Reqs Mag 24 [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+0 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Blade of Distorted Time (40-56 power, 40 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 40.0 - 56.0 Physical Uses 20% Mag, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +40 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * deals 40 temporal damage and slows enemies in radius 6 of the target by 50% based on Magic While equipped: dps ---------- Dmg.mod +30% temporal +30% physical ----- def ----- Def/telep +20 Res/telep +20% Dur/telep +20% Blink Blade: Level 5.5 Pwr.cost 8 out of 10/10. Range 9 Travel.spd instantaneous Is a spell Description: Teleport to the target and attack with your melee weapons for 103% damage. Then teleport next to a second random enemy, attacking for 103% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
Corpathus (40-56 power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +4.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Everpyre Blade (38-53 power, 10 apr)3.0 T4 longsword 1H weapon [Unique] Nature/Master Power 38.0 - 53.2 Fire Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +18.0% Atk.spd 100% On Hit: 15% Fire Breath 4 While equipped: Stats +7 Str +7 Wil dps ---------- Dmg.mod +20% fire Res.pen +15% fire ----- def ----- Resists +10% nature +15% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
Twilight's Edge (47-66 power, 7 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 47.0 - 65.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +12.0% Atk.spd 100% On Crit: * release a burst of light and dark damage (scales with Magic) While equipped: Stats +4 Str +4 Mag +4 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +18% darkness +18% light ---------- misc Light +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
Dawn's Blade (50-70 power, 7 apr)3.0 T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 50.0 - 70.0 Light Uses 25% Mag, 80% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 100% Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+1 eff.) Dmg.mod +20% light Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -3 Barrier -5 Providence -10 Bathe in Light -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 159.85 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 26 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
The Black Spike (48-67 power, 20 apr)3.0 T5 longsword 1H weapon [Unique] Arcane Power 48.0 - 67.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +5.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +10 Str +8 Mag dps ---------- Dmg.mod +25% darkness Res.pen +15% darkness ----- def ----- Resists +18% darkness +12% blight ---------- misc ShadowPwr +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
truestriking voratun waraxe (38-53 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Master Power 38.0 - 53.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +20 (+5 eff.) Apr +9 One-handed war axes. |
Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Mag 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+3 eff.) Spell.save +10 (+3 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Spelldrinker (27-35 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Star (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Icy Kill (35-46 power, 10 apr)1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Mandible of Ungolmor (40-52 power, 12 apr)1.0 T5 dagger 1H weapon [Unique] Nature Power 40.0 - 52.0 Physical Uses 35% Dex, 30% Cun, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
inquisitor's voratun dagger (40-51 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Disrupt Power 39.5 - 51.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Deals 106 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) Sharp, short and deadly. |
Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 3.5 Pwr.cost 6 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 544.77 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Bloomsoul (8-9 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 2.5 Pwr.cost 29 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 38 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Eye of Winter (8-9 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
Kinetic Focus (6-7 power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+2 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
Writhing Essence of Nightmares (15-16 power, 20 apr, darkness damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 15.0 - 16.5 Darkness Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +20 Crit +2.0% Atk.spd 100% While equipped: Stats +4 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +15 (+4 eff.) Dmg.mod +10% mind +10% darkness ---------- misc Masteries +0.20 Psionic/Nightmare +0.20 Cursed/Fears Waking Nightmare: Level 3.5 Pwr.cost 29 out of 40/40. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 39.71 darkness damage each turn for 7 turns, and has a 34% chance to randomly cause blindness, stun, or confusion (lasting 3 turns). If the target is sleeping, the chance of avoiding a negative effect will be halved and fear immunity will be ignored. The damage will scale with your Mindpower. Whispers seem to ceaselessly emanate from this writhing mass of black tentacles, murmuring unspeakable horrors into the ears of any unfortunate enough to hear them. |
Eye of the Wyrm (16-18 power, 24 apr, physical damage)3.0 T4 mindstar 1H weapon [Unique] Nature Power 16.0 - 17.6 Physical Uses 50% Wil, 20% Str, 10% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 20% acid 20% physical 20% cold 20% fire 20% lightning While equipped: dps ---------- Phys.crit +5.0% Mind.crit +5% Phys.pwr +10 (+2 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +12% lightning +12% physical +12% fire +12% cold +12% acid ----- def ----- Resists +10% acid +10% physical +10% fire +10% cold +10% lightning ---------- misc Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Fire Breath: Level 5.5 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 9. Any target caught in the area will take 641.37 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Eyal's Will (22-24 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Disrupt Power 22.0 - 24.2 Nature Uses 60% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+4 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 4.5 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 98.77 slime damage for 14 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
living mindstar of gales (15-16 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego+] Nature Power 15.0 - 16.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +11% lightning +12% cold +14% physical ----- def ----- Defense +27 (+7 eff.) Pinning- +28% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Scorpion's Tail (28-31 power, 8 apr)3.0 T3 whip 1H weapon [Unique] Nature Power 28.0 - 30.8 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +5.0% Atk.spd 125% Melee+ +22 poison +22 bleed On Hit: 30% Disarm 3 While equipped: dps ---------- Acc +10 (+2 eff.) ---------- misc See.Stealth +9 See.Invis +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
Whip of Urh'Rok (55-61 power, 0 apr)3.0 T5 whip 1H weapon [Unique] Arcane Power 55.0 - 60.5 Devouring flames Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Crit +9.0% Atk.spd 125% On Hit: 20% Bone Nova 4 On Hit: 15% Blood Boil 3 While equipped: dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +20% blight +20% fire ---------- misc See.Invis +2 Telepathy Demon/Minor Demon/Major While carried: dps ---------- Dmg.mod +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
Merkul's Second Eye4.0 T3 longbow 2H weapon [Unique] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
Belabreth the Sparkbraze4.0 T5 sling 1H weapon [Random Unique] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +18 lightning On Hit: 10% Shoot 1 While equipped: dps ---------- Dmg.mod +23% lightning Res.pen +20% lightning +18% physical +10% acid Melee Ret 6 acid ----- def ----- Resists +6% acid Slings are used to hurl stones or metal shots at your foes. |
voratun steamgun of recursion4.0 T5 steamgun 1H weapon Reqs Steam Pool [Ego+] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Hit: 10% Shoot 1 Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
pouch of steel shots 'Eritar' (15/15, 20-23 power, 2 apr)3.0 T2 shot ammo [Rare] Master Power 19.5 - 23.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +11 Apr +2 Crit +4.5% Capacity 15 Ranged+ +12 temporal +20 mind On Hit.r1 +8 mind On Crit.r2 +8 mind On Hit: * 20% chance to reduce all saves and defense by 37 Shots are used with slings to pummel your foes to death. |
tundral pouch of steel shots of wind (15/15, 22-26 power, 2 apr)3.0 T2 shot ammo [Ego] Nature Power 22.0 - 26.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 15 Proj.spd +200% Ranged+ +10 cold On Crit.r2 +6 cold On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 242 physical damage Shots are used with slings to pummel your foes to death. |
Frozen Shards (25/25, 32-38 power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Ice Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 On Hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
Pouch of the Subconscious (20/20, 38-46 power, 15 apr)3.0 T4 shot ammo [Unique] Psionic Power 38.0 - 45.6 Physical Uses 10% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Star Shot (20/20, 32-38 power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Fire Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
Wind Worn Shot (25/25, 39-47 power, 15 apr)3.0 T4 shot ammo [Unique] Nature Power 39.0 - 46.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
pouch of stralite shots 'Xereldama' (20/20, 43-52 power, 5 apr)3.0 T4 shot ammo [Random Unique] Arcane/Psionic Power 43.0 - 51.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 20 Ranged+ +5 light +12 blight +16 cold +23 physical Against +13% Undead On Hit.r1 +8 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to reduce armor by 14% * 20% chance to knock the target back 3 spaces and deal 247 physical damage Shots are used with slings to pummel your foes to death. |
slimey pouch of stralite shots of erosion (21/21, 43-52 power, 5 apr)3.0 T4 shot ammo [Ego] Nature/Disrupt Power 43.0 - 51.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 21 Ranged+ +11 nature On Hit: * 13% chance to slow global speed by 65% Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of voratun shots of wind (22/22, 52-63 power, 6 apr)3.0 T5 shot ammo [Ego+] Nature/Psionic Power 52.5 - 63.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 22 Proj.spd +200% Ranged+ +18 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 247 physical damage * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 242 physical damage Shots are used with slings to pummel your foes to death. |
tundral pouch of voratun shots of grasping (19/19, 52-63 power, 6 apr)3.0 T5 shot ammo [Ego+] Nature Power 52.5 - 63.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 19 Ranged+ +24 cold On Crit.r2 +11 cold On Hit: * 20% chance to create vines that bind the target to the ground dealing 247 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
Summertide (17 def, 15 armour, 260 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+5 eff.) Rng.Def +17 (+5 eff.) Fatigue +12% Resists +20% light +10% fire +15% darkness +12% mind Mind.save +18 (+6 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 82.29 to 102.86 light damage (based on Willpower and Cunning). Uses 9 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
Temporal Rift (8 def, 4 armour, 325 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Spell.pwr +12 (+2 eff.) ----- def ----- Armour +4 Defense +8 (+2 eff.) Rng.Def +10 (+3 eff.) Resists +30% temporal Dmg.red +20 all Spell.save +20 (+5 eff.) Proj.slow +50% ---------- misc Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Unsetting Sun (16 def, 20 armour, 280 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Glows brightly in the light of dawn. Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +20 Defense +16 (+4 eff.) Rng.Def +17 (+5 eff.) Fatigue +14% Resists +30% blight +30% darkness Spell.save +19 (+5 eff.) ---------- misc Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+3 eff.) Resists +25% nature +13% all Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+3 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+5 eff.) Mind.save +15 (+5 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+2 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+4 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
ancient elven-silk robe of Angolwen (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +4 Wil +13 Mag dps ---------- Spell.pwr +7 (+1 eff.) S.pwr/crit +4 Dmg.mod +20% temporal +18% physical Res.pen +9% temporal +11% physical ----- def ----- Resists +15% all Anom.red +11 Silence- +37% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Nature's Blessing (8 def, 6 armour)9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+5 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Rogue Plight (6 def, 7 armour)9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Resists +35% nature Crit.chn- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
Khelugar (37 def, 21 armour)9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +6 Cun +6 Dex dps ---------- Melee+ 7 fire Ranged+ 7 fire Dmg.mod +3% arcane +3% blight Melee Ret 4 arcane ----- def ----- Armour +21 Defense +37 (+10 eff.) Fatigue +8% Resists +13% fire +9% temporal +21% physical Max.HP +34.00 HP.reg +7.50 Heal.mod +14% A suit of armour made of leather. |
Molten Skin (15 def, 12 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+2 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+4 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 5.5 Pwr.cost 9 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 77.91 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Gorykhad the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: dps ---------- Phys.crit +1.0% Crit.mult +5.00% Res.pen +15% physical ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +6% mind Mind.save +10 (+3 eff.) Max.HP +41.00 HP.reg +5.00 Heal.mod +12% ---------- misc Stam/turn +0.50 Max.stam +30.00 A suit of armour made of mail. |
dwarven-steel mail armour 'Ulfirerand' (3 def, 18 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: ----- def ----- Armour +18 Defense +3 (+1 eff.) Fatigue +6% Resists +13% mind Phys.save +15 (+5 eff.) Mind.save +35 (+10 eff.) Disarm- +20% A suit of armour made of mail. |
radiant dwarven-steel mail armour of the deep (3 def, 10 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +2 Wil ----- def ----- Armour +10 Defense +3 (+1 eff.) Fatigue +12% Resists +16% blight +7% cold +12% darkness +7% acid ---------- misc Light +1 Breathe water A suit of armour made of mail. |
Pitchsever the stralite mail armour (19 def, 25 armour)14.0 T4 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.crit +8.0% Dmg.mod +9% physical Res.pen +15% physical Apr +5 ----- def ----- Armour +25 Defense +19 (+5 eff.) Fatigue +12% Resists +12% darkness ---------- misc Stam/turn +3.00 A suit of armour made of mail. |
fortifying stralite mail armour of spell shielding (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +8% arcane Spell.save +16 (+4 eff.) Max.HP +67.00 A suit of armour made of mail. |
fearforged voratun mail armour of spell shielding (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +8 Con ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +27% Resists -18% light +8% fire +8% darkness +10% arcane Phys.save +7 (+2 eff.) Spell.save +28 (+7 eff.) Mind.save +8 (+3 eff.) A suit of armour made of mail. |
rejuvenating voratun mail armour of the deep (5 def, 13 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +13 Defense +5 (+2 eff.) Fatigue +12% Resists +9% acid +9% cold HP.reg +4.20 ---------- misc Stam/turn +0.80 Breathe water A suit of armour made of mail. |
Betussra the stralite plate armour (0 def, 22 armour)17.0 T4 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +5 Wil dps ---------- Crit.mult +15.00% S.pwr/crit +6 Dmg.mod +15% physical Res.pen +20% arcane Acc +30 (+7 eff.) Melee Ret 4 physical ----- def ----- Armour +22 Fatigue +14% Phys.save +13 (+4 eff.) ---------- misc Max.stam +30.00 A suit of armour made of metal plates. |
Cuirass of the Thronesmen (20 def, 32 armour)17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +6 Con ----- def ----- Armour +32 Hardiness +10% Defense +20 (+5 eff.) Fatigue +15% Resists +25% darkness +25% fire Phys.save +40 (+11 eff.) Heal.mod -30% Stun/Frz- +40% Knockbk- +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
Tarrasca (0 def, 50 armour)17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+12 eff.) Knockbk- +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 19 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
The Black Plate (25 def, 35 armour)17.0 T5 massive armor Reqs Massive armour training [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con ----- def ----- Armour +35 Defense +25 (+7 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+5 eff.) Spell.save +25 (+6 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Oppression +0.20 Corruption/Wrath +0.20 Corruption/Infernal combat ShadowPwr +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
Earthvagrant1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Phys.crit +1.0% Phys.pwr +5 (+1 eff.) Res.pen +5% nature Against +19% Summoned Acc +15 (+4 eff.) ----- def ----- Resists +6% blight D.Red.from +17% Summoned A belt that goes around your waist. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Polynor1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% mind Melee Ret 2 mind On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Resists +5% arcane +3% temporal Create a temporary shield that absorbs 203 damage Puts all charms on 22 cooldown A belt that goes around your waist. |
rough leather belt 'Borohad'1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.crit +4.0% Crit.mult +16.00% Phys.pwr +3 (+0 eff.) ----- def ----- Resists +6% lightning +2% physical +3% mind Mind.save +3 (+1 eff.) A belt that goes around your waist. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+4 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Chamiruineg the Ebonygrind1.0 T3 belt armor [Rare] Psionic While equipped: Stats +3 Str +4 Wil +8 Con dps ---------- Phys.crit +3.0% Res.pen +10% nature Melee Ret 10 darkness ----- def ----- Resists +6% nature Crit.chn- 10.00% Mind.save +11 (+4 eff.) Max.HP +77.00 A belt that goes around your waist. |
Emelura the Dourkill1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +3% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 30% ----- def ----- Resists +3% lightning +6% fire Spell.save +24 (+6 eff.) ---------- misc Size +1 A belt that goes around your waist. |
hardened leather belt 'Arcbutcher'1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Phys.crit +8.0% Mind.crit +7% Dmg.mod +12% lightning +9% acid Res.pen +10% light +15% acid On Hit (Melee): * 20% chance to reduce armor by 14% ----- def ----- Resists +3% lightning A belt that goes around your waist. |
hardened leather belt 'Strikewish'1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Str +5 Dex +5 Wil +5 Cun dps ---------- Dmg.mod +24% acid +6% mind +30% blight Res.pen +15% lightning On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to reduce all saves and defense by 37 ----- def ----- Phys.save +16 (+5 eff.) Spell.save +16 (+4 eff.) Mind.save +13 (+4 eff.) A belt that goes around your waist. |
noble's hardened leather belt of burglary1.0 T3 belt armor [Ego++] Master While equipped: Stats +4 Dex +3 Wil +9 Cun +7 Lck dps ---------- Against +15% Summoned ----- def ----- D.Red.from +24% Summoned Stealth +6 ---------- misc T.Disarm +5 Infravis +4 A belt that goes around your waist. |
ravager's drakeskin leather belt of burglary1.0 T5 belt armor [Ego++] Master While equipped: Stats +4 Dex +5 Cun +8 Lck dps ---------- Dmg.mod +9% physical Res.pen +12% physical ----- def ----- Stealth +12 ---------- misc T.Disarm +16 Infravis +5 A belt that goes around your waist. |
Hathulathablek the linen cloak (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +6 (+2 eff.) Resists +1% physical Phys.save +6 (+2 eff.) Heal.mod +20% Stun/Frz- +10% ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mardasin the Brightrigor (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +5% light Melee Ret 4 lightning ----- def ----- Defense +6 (+2 eff.) Resists +9% light +6% acid Phys.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. |
Boristir (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Dex +2 Wil +2 Cun dps ---------- Crit.mult +15.00% Dmg.mod +6% acid +15% mind ----- def ----- Defense +2 (+1 eff.) Mind.save +6 (+2 eff.) ---------- misc Hate/m.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emira the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +8 Cun +4 Str dps ---------- Phys.crit +3.0% Phys.pwr +2 (+0 eff.) Dmg.mod +6% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 37 ----- def ----- Defense +2 (+1 eff.) Fatigue -4% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +3 See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentine Cloak (20 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+5 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
Urehor the cashmere cloak (12 def, 8 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +4 Str dps ---------- Mind.crit +3% Res.pen +20% mind +15% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Crit.chn- 15.00% Phys.save +28 (+8 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Tempestdeath' (13 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +11 Dex +5 Wil dps ---------- Dmg.mod +15% nature ----- def ----- Defense +13 (+4 eff.) Resists +9% lightning Crit.chn- 15.00% Phys.save +11 (+4 eff.) ---------- misc See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ethereal Embrace (10 def, 0 armour)2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+3 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 3.5 Pwr.cost 21 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 52.22 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Boridan (6 def, 9 armour)2.0 T3 feet armor [Random Unique] Master While equipped: Stats +4 Cun dps ---------- Crit.mult +10.00% Mind.pwr +25 (+6 eff.) Res.pen +5% mind ----- def ----- Armour +9 Defense +6 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Infravis +4 Evasion: (Instant) Puts all charms on 22 cooldown Level 4.5 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 36 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 4.5 Pwr.cost 15 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of hardened leather boots 'Maneblek' (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Crit.mult +15.00% ----- def ----- Armour +3 Resists +3% darkness Crit.chn- 15.00% Phys.save +8 (+3 eff.) Spell.save +20 (+5 eff.) Mind.save +8 (+3 eff.) Disease- +20% A pair of boots made of leather. |
Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+2 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 88 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 18 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+0 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Aerawen the Sleetobsidian (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% cold ----- def ----- Armour +5 Fatigue +2% Resists +6% lightning +12% temporal +6% fire Spell.save +3 (+1 eff.) HP.reg +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Snowblur the pair of iron boots (5 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Crit.mult +5.00% Acc +5 (+1 eff.) Melee Ret 8 physical ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +2% Resists +6% cold Disengage: Puts all charms on 11 cooldown Level 4.5 Pwr.cost 11 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 193% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tidewreath the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Mov.spd +25% Res.pen +15% mind +5% fire ----- def ----- Armour +3 Fatigue +2% Resists +9% cold +9% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Yvewe' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +5 (+1 eff.) Dmg.mod +3% blight +6% physical Apr +3 ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Beluvena (0 def, 12 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +3 Mag +4 Cun dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) Res.pen +20% physical +10% temporal Apr +7 ----- def ----- Armour +12 Fatigue +3% Die.at -80.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Giluruiroddanik (0 def, 10 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Phys.crit +4.0% Mov.spd +25% Res.pen +20% arcane ----- def ----- Armour +10 Fatigue +3% Resists +6% acid +12% light +12% lightning Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Zogund the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Con +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +7% physical Acc +20 (+5 eff.) ----- def ----- Armour +4 Fatigue +3% Die.at -60.00 life ---------- misc Stam/turn +2.00 Equi/ret +0.08 Blindside: Puts all charms on 19 cooldown Level 3.5 Pwr.cost 19 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 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 44 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Shockwaker' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Dex +4 Wil +10 Con dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +18% lightning Res.pen +25% lightning +8% physical ----- def ----- Armour +4 Fatigue +3% Crit.chn- 15.00% ---------- misc See.Invis +15 Blindside: Puts all charms on 19 cooldown Level 3.5 Pwr.cost 19 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 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 44 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Scorched Boots (4 def, 4 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +13 (+2 eff.) Dmg.mod +15% blight +15% fire +15% darkness ----- def ----- Armour +4 Defense +4 (+1 eff.) Fatigue +8% Poison Storm: Level 4.5 Pwr.cost 22 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 9 turns. Each creature hit by the storm takes 8.49 blight damage and is poisoned for 33.94 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 64%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 38%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 30% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
Tulakor (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +2 Cun +1 Wil dps ---------- Phys.crit +5.0% Mind.crit +2% Phys.pwr +6 (+1 eff.) Dmg.mod +12% mind Res.pen +25% mind Apr +8 ----- def ----- Armour +5 Fatigue -4% Phys.save +12 (+4 eff.) ---------- misc Max.enc +39 Stam/turn +0.90 Max.stam +26.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Chargedash (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% blight +9% mind Res.pen +15% lightning ----- def ----- Armour +1 Resists +3% mind +12% lightning HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
rough leather gloves 'Noonwing' (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +5 Str +2 Wil dps ---------- Melee+ 6 mind Dmg.mod +4% mind +3% light Res.pen +5% acid ----- def ----- Armour +1 Resists +6% mind Crit.chn- 10.00% ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Turudin the Stokecast (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +2 Cun +3 Str dps ---------- Phys.pwr +8 (+1 eff.) Dmg.mod +12% fire Res.pen +25% fire Acc +13 (+3 eff.) ----- def ----- Armour +2 Resists +7% darkness Phys.save +7 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +20% ---------- misc Infravis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 11 cooldown Level 3.5 Pwr.cost 11 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 28 for 6 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 3.5 Pwr.cost 18 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 536.52 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 3.5 Pwr.cost 5 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 339.86 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Snowstreaker (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Mind.pwr +20 (+5 eff.) Dmg.mod +12% cold Res.pen +25% cold ----- def ----- Armour +6 Fatigue +3% Resists +5% arcane +3% fire Spell.save +6 (+2 eff.) Mind.save +8 (+3 eff.) Max.HP +52.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
cinder dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Melee+ 8 fire Dmg.mod +4% fire Acc +4 (+1 eff.) Apr +10 ----- def ----- Armour +2 Fatigue +3% Resists +5% blight +7% fire Spell.save +10 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Glera the Skyzephyr (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +8 Str +5 Dex dps ---------- Phys.pwr +23 (+4 eff.) Dmg.mod +3% lightning Acc +12 (+3 eff.) On Hit (Melee): * 10% chance to slow global speed by 65% ----- def ----- Armour +3 Fatigue +5% Resists +3% blight +5% arcane +9% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Ruthless Grip (0 def, 5 armour)1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Instill Fear: Level 4.5 Pwr.cost 15 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 37.24 mind and 34.72 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 30% 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 30. Terrified: Deals 8.64 mind and 8.06 darkness damage per turn and increases cooldowns by 47%. Haunted: Causes the target to suffer 14.41 mind and 13.43 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Voidwire (10 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +18% darkness +12% mind Acc +9 (+2 eff.) Melee Ret 4 cold On Hit (Melee): * 20% chance to reduce damage dealt by 30% ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue +5% Resists +9% fire Phys.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Heal.mod +20% Disarm- +35% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
alchemist's voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Melee+ 7 acid 7 fire 8 cold 8 lightning ----- def ----- Armour +3 Fatigue +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's voratun gauntlets of regeneration (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +3 Str +4 Dex +3 Cun ----- def ----- Armour +3 Fatigue +5% Phys.save +9 (+3 eff.) HP.reg +2.60 ---------- misc Stam/turn +0.80 Psi/turn +0.28 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets of butchering (0 def, 7 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Acc +5 (+1 eff.) Apr +9 ----- def ----- Armour +7 Fatigue +5% Resists +8% blight Spell.save +21 (+5 eff.) Mind.save +8 (+3 eff.) Max.HP +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Glarejam the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Str +9 Wil +2 Con dps ---------- Phys.pwr +8 (+1 eff.) Dmg.mod +3% light ----- def ----- Armour +3 Fatigue +3% Resists +8% physical Crit.chn- 5.00% Phys.save +8 (+3 eff.) ---------- misc Light +3 Infravis +3 A cap made of leather. |
Hellsrage (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Str +4 Wil dps ---------- Phys.pwr +8 (+1 eff.) Dmg.mod +3% fire +18% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 37 ----- def ----- Armour +3 Fatigue +3% Resists +3% fire +10% physical Phys.save +8 (+3 eff.) A cap made of leather. |
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 (+2 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 3.5 Pwr.cost 13 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 33.25 mind and 31.00 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 27% 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 27. Terrified: Deals 7.98 mind and 7.44 darkness damage per turn and increases cooldowns by 42%. Haunted: Causes the target to suffer 12.83 mind and 11.96 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. |
Venomblur the hardened leather cap (7 def, 3 armour)2.0 T3 head armor [Random Unique] Nature While equipped: Stats +4 Str +5 Wil +4 Cun dps ---------- Phys.pwr +8 (+1 eff.) Res.pen +10% nature Acc +6 (+1 eff.) On Hit (Melee): * 20% chance to reduce armor by 14% On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +7 (+2 eff.) Fatigue +3% Resists +7% acid +10% physical +8% lightning +5% arcane +8% fire +9% nature +8% cold Phys.save +8 (+3 eff.) A cap made of leather. |
hardened leather cap 'Scorchspawner' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +4 Dex dps ---------- Crit.mult +15.00% Dmg.mod +6% fire ----- def ----- Armour +3 Fatigue +3% Resists +3% acid +9% cold A cap made of leather. |
Infused Cerebrum (8 def, 0 armour)2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+2 eff.) Mind.pwr +12 (+3 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 73 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
Layugatira the Boltprophet (0 def, 5 armour)2.0 T5 head armor [Random Unique] Master While equipped: Stats +7 Str +4 Dex +4 Cun +8 Con dps ---------- Dmg.mod +3% lightning +6% blight Res.pen +25% lightning +5% blight Apr +6 ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 15 cooldown Level 4.5 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 974.0 Physical damage. If the attack hits, the target is confused (41% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Crown of Command (3 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 2.5 Pwr.cost 44 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Flarespitter the dwarven-steel helm (25 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.crit +6.0% Phys.pwr +10 (+2 eff.) Res.pen +15% physical Melee Ret 6 physical 8 fire ----- def ----- Armour +4 Defense +25 (+7 eff.) Fatigue +4% Phys.save +13 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gura the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +4 Cun +10 Wil dps ---------- Mind.pwr +5 (+1 eff.) Res.pen +15% arcane Melee Ret 4 arcane On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Armour +4 Fatigue +4% Resists +9% blight +5% arcane Phys.save +19 (+6 eff.) Mind.save +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Mardaleg (10 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +8 Str +2 Wil dps ---------- Res.pen +10% blight ----- def ----- Armour +4 Defense +10 (+3 eff.) Fatigue +4% Resists +9% nature +15% blight Spell.save +18 (+5 eff.) Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Skullcracker: Puts all charms on 15 cooldown Level 4.5 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 974.0 Physical damage. If the attack hits, the target is confused (41% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Beluna' (6 def, 8 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Mag +8 Wil dps ---------- Spell.crit +6% Spell.pwr +10 (+1 eff.) ----- def ----- Armour +8 Defense +6 (+2 eff.) Fatigue +4% Resists +8% blight +14% darkness +13% light +4% all Phys.save +10 (+3 eff.) Mind.save +9 (+3 eff.) ---------- misc Max.mana +40.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Bleakclash' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% darkness +12% mind Res.pen +20% acid Melee Ret 10 mind On Hit (Melee): * 20% chance to reduce armor by 14% ----- def ----- Armour +4 Fatigue +4% Resists +19% mind +9% darkness Mind.save +20 (+6 eff.) Confus- +38% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Velireda' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +15% blight ----- def ----- Armour +4 Fatigue +4% Resists +6% acid Phys.save +3 (+1 eff.) Die.at -60.00 life HP.reg +4.00 ---------- misc Stam/ret +1.40 Equi/ret +1.50 Mana/s.crit +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
The Black Crown (0 def, 15 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight Phys.save +5 (+2 eff.) Spell.save +5 (+1 eff.) Mind.save +5 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
Lightoracle (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +6% mind +6% light Res.pen +25% light +20% acid Melee Ret 10 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 37 ----- def ----- Armour +5 Fatigue +5% Resists +15% mind +9% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Moldriver' (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +13 Dex +5 Wil +7 Cun dps ---------- Mind.pwr +5 (+1 eff.) Res.pen +15% blight Apr +6 On Hit (Melee): * 10% chance to slow global speed by 65% ----- def ----- Armour +5 Fatigue +5% Resists +12% nature +3% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
11 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
10 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 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. |
9 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 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. |
6 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
4 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. |
7 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. |
2 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. |
2 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. |
4 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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. |
Resonating Diamond0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 22 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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
1358 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. |
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.(119 power, based on Willpower). Uses 8 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. |
brass lantern 'Boltspar'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature Res.pen +5% lightning Melee Ret 2 lightning On Hit (Melee): * 20% chance to slow global speed by 65% ----- def ----- Phys.save +7 (+2 eff.) Mind.save +3 (+1 eff.) Heal.mod +11% ---------- misc Equi/ret +0.12 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. |
Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+1 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 198 cold damage (based on your Magic). Uses 15 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
survivor's dwarven lantern of the zealot1.0 T5 lite [Ego+] Nature/Disrupt While equipped: ----- def ----- Resists +3% all Phys.save +14 (+4 eff.) Spell.save +10 (+3 eff.) Heal.mod +16% ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 3.5 Pwr.cost 19 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 67.38 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 67.38 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 58 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Dagokalthoroddalin the dwarven-steel pickaxe (dig speed 23 turns)3.0 T3 digger tool [Rare] Arcane While equipped: Stats +8 Str +14 Wil dps ---------- Phys.crit +10.0% Mind.crit +10% Crit.mult +20.00% S.pwr/crit +10 Phasing +30% ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pyrevein (dig speed 28 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Melee Ret 2 fire ----- def ----- Armour +4 Defense +10 (+3 eff.) Fatigue -6% Resists +12% acid +12% mind +3% blight Confus- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Zanavon the dwarven-steel pickaxe (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +6.0% ----- def ----- Defense +25 (+7 eff.) Resists +8% darkness +9% cold +7% fire +6% mind +5% arcane HP.reg +4.00 Heal.mod +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Lightningspire' (dig speed 15 turns)3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +5 Str dps ---------- Dmg.mod +7% nature Res.pen +20% temporal Melee Ret 6 lightning ----- def ----- Fatigue -7% Resists +3% temporal +7% fire +7% darkness +11% nature Def/telep +15 Res/telep +15% Dur/telep +15% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 5.0 Pwr.cost 15 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 19 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. |
Eternity's Counter2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Dmg.mod +15% temporal ----- def ----- Resists +15% temporal Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 15 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+1 eff.) Mind.pwr +10 (+2 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 6.5 Pwr.cost 11 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
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 Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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 146 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 417.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 19 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+0 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 4.5 Pwr.cost 13 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 118 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Chamogar the Poxbone [power 87] (19 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +2 Str +4 Dex +5 Mag dps ---------- Dmg.mod +15% light +9% nature ----- def ----- Resists +12% nature Crit.chn- 15.00% Setup a psionic shield, reducing all damage taken by 87 for 5 turns Puts all charms on 19 cooldown 100% to increase all damage by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Abyssnail the stralite torque of clear mind [power 4] (19 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: Stats +3 Dex +4 Wil +2 Con dps ---------- Phys.crit +6.0% Dmg.mod +9% physical Res.pen +25% fire Apr +3 ----- def ----- Crit.chn- 15.00% Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
Chamiruigund [power 115] (19 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Phys.pwr +30 (+5 eff.) Dmg.mod +30% temporal Acc +25 (+6 eff.) Apr +3 On Hit (Melee): * 20% chance to reduce all saves and defense by 37 ----- def ----- Phys.save +18 (+5 eff.) Setup a psionic shield, reducing all damage taken by 115 for 5 turns Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
Bokandur the Startreason [power 173] (19 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: ----- def ----- Armour +16 Resists +6% cold Phys.save +9 (+3 eff.) HP.reg +4.00 Stun/Frz- +20% ---------- misc Light +3 Setup a psionic shield, reducing all damage taken by 173 for 5 turns Puts all charms on 19 cooldown 100% to gain a 40% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle [power 100] (19 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 227 Base Damage: 100 Armor: 0 All Resist: 0 Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 19 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
ash totem of healing 'Sunpride' [power 188] (11 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% temporal Melee Ret 4 fire ----- def ----- Resists +4% physical Stun/Frz- +20% Knockbk- +10% Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 11 cooldown 100% to increase all damage by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin 'Carrionwrecker' [power 47] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +7 Dex +3 Con dps ---------- Dmg.mod +15% physical Melee Ret 10 acid 8 nature On Hit (Melee): * 20% chance to slow global speed by 65% ----- def ----- Resists +15% fire Harden the skin for 7 turns increasing armour by 47 and armour hardiness by 50% Puts all charms on 15 cooldown 100% to increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
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 (+3 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. |
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 8 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
elm wand of lightning storm [power 116] (11 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 33 lightning damage and will be dazed for 1 turn (167 total damage) Puts all charms on 11 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+4 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 119 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 26 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Flanc the Cornac Berserker level 33
7th Regrowth 123rd year of Ascendancy at 16:41 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Flanc the Cornac Berserker level 38
47th Regrowth 123rd year of Ascendancy at 09:11 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Flanc the Cornac Berserker level 33
5th Regrowth 123rd year of Ascendancy at 21:20 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Flanc the Cornac Berserker level 27
6th Decay 122nd year of Ascendancy at 11:45 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Flanc the Cornac Berserker level 44
2nd Pyre 123rd year of Ascendancy at 20:22 see stats
Ay ay captain! (Insane (Roguelike) difficulty)
Turn into a pirate!By Flanc the Cornac Berserker level 33
7th Regrowth 123rd year of Ascendancy at 13:01 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Flanc the Cornac Berserker level 42
1st Time of Balance 123rd year of Ascendancy at 03:32 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Flanc the Cornac Berserker level 40
56th Regrowth 123rd year of Ascendancy at 02:14 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Flanc the Cornac Berserker level 34
13rd Regrowth 123rd year of Ascendancy at 22:53 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Flanc the Cornac Berserker level 23
70th Haze 122nd year of Ascendancy at 02:56 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Flanc the Cornac Berserker level 36
24th Regrowth 123rd year of Ascendancy at 07:41 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Flanc the Cornac Berserker level 29
8th Allure 123rd year of Ascendancy at 11:53 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Flanc the Cornac Berserker level 50
11st Dusk 123rd year of Ascendancy at 13:23 see stats
Guiding Hand (Insane (Roguelike) difficulty)
Saved all escorted adventurers.By Flanc the Cornac Berserker level 39
54th Regrowth 123rd year of Ascendancy at 14:11 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Flanc the Cornac Berserker level 38
47th Regrowth 123rd year of Ascendancy at 08:21 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Flanc the Cornac Berserker level 10
56th Dusk 122nd year of Ascendancy at 15:21 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Flanc the Cornac Berserker level 20
32nd Haze 122nd year of Ascendancy at 22:39 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Flanc the Cornac Berserker level 30
9th Allure 123rd year of Ascendancy at 16:41 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Flanc the Cornac Berserker level 40
54th Regrowth 123rd year of Ascendancy at 22:46 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Flanc the Cornac Berserker level 50
11st Dusk 123rd year of Ascendancy at 04:53 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Flanc the Cornac Berserker level 48
5th Mirth 123rd year of Ascendancy at 00:03 see stats
Savior of the damsels in distress (Insane (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Flanc the Cornac Berserker level 35
15th Regrowth 123rd year of Ascendancy at 17:19 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Flanc the Cornac Berserker level 27
2nd Decay 122nd year of Ascendancy at 06:22 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Flanc the Cornac Berserker level 16
22nd Haze 122nd year of Ascendancy at 04:58 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Flanc the Cornac Berserker level 41
77th Regrowth 123rd year of Ascendancy at 08:53 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Flanc the Cornac Berserker level 24
79th Haze 122nd year of Ascendancy at 14:06 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Flanc the Cornac Berserker level 9
3rd Summertide 122nd year of Ascendancy at 04:46 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Flanc the Cornac Berserker level 38
47th Regrowth 123rd year of Ascendancy at 09:11 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Flanc the Cornac Berserker level 42
1st Pyre 123rd year of Ascendancy at 07:34 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Flanc the Cornac Berserker level 16
10th Haze 122nd year of Ascendancy at 20:56 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Flanc the Cornac Berserker level 22
67th Haze 122nd year of Ascendancy at 19:15 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Flanc the Cornac Berserker level 29
8th Allure 123rd year of Ascendancy at 06:19 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Flanc the Cornac Berserker level 18
32nd Haze 122nd year of Ascendancy at 12:37 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Flanc the Cornac Berserker level 34
13rd Regrowth 123rd year of Ascendancy at 17:36 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Flanc the Cornac Berserker level 32
4th Regrowth 123rd year of Ascendancy at 22:17 see stats
Log
Poison from Poisoned deep water hits Flanc for (6 antimagic), 0 nature (0 total damage).
Ran for 2 turns (stop reason: detrimental status effect).
Poisoned deep water hits Flanc for (3 antimagic), 0 nature (0 total damage).
Poison from Poisoned deep water hits Flanc for (7 antimagic), 0 nature (0 total damage).
Poison from Poisoned deep water hits Flanc for (7 antimagic), 0 nature (0 total damage).
Flanc is no longer attuned.
Poison from Poisoned deep water hits Flanc for (7 antimagic), 0 nature (0 total damage).
Flanc attunes to the damage.
Ran for 3 turns (stop reason: detrimental status effect).
Poisoned deep water hits Flanc for (4 antimagic), 0 nature (0 total damage).
Poison from Poisoned deep water hits Flanc for (3 antimagic), 0 nature (0 total damage).
Saving game...
Saving done.
Flanc deactivates Daunting Presence.
Flanc activates Daunting Presence.
Flanc deactivates Berserker Rage.
Flanc activates Berserker Rage.
Flanc deactivates Precise Strikes.
Flanc activates Precise Strikes.
Flanc deactivates Elemental Harmony.
Flanc activates Elemental Harmony.
Flanc deactivates Antimagic Shield.
Flanc activates Antimagic Shield.
Saving game...
Saving done.






























































































































































































































































