












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Marauder |
| Level / Exp | 50 / 2537% |
| Size | big |
| Lifes / Deaths | Killed by Lisuth the rogue at level 19 on the 56th Dusk 122nd year of Ascendancy at 20:23 / 1 |
Primary Stats
| Strength | 131 (base 62) |
| Dexterity | 115 (base 64) |
| Constitution | 90 (base 47) |
| Magic | 37 (base 9) |
| Willpower | 55 (base 12) |
| Cunning | 116 (base 66) |
Resources
| Life | 1750/1750 |
| Stamina | 292/292 |
| Healing Factor | 2.3118158716398 |
| Regeneration | 82.410083481322 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +49.99999999997% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 16.088689042296 |
| Infravision | 7 |
| See Stealth | 72.773340605475 |
| See Invisible | 72.773340605475 |
Offense: Mainhand
| Damage | 225 |
| Accuracy | 95 |
| Crit Chance | 136% |
| APR | 91 |
| Speed | 1.11 |
Offense: Offhand
| Damage | 163 |
| Accuracy | 95 |
| Crit Chance | 141% |
| APR | 94 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +26% |
| Blight | +26% |
| Physical | +65% |
| Cold | +91% |
| All | +14% |
| Lightning | +77% |
| Mind | +20% |
| Fire | +13% |
| Nature | +28% |
Offense: Damage Penetration
| Blight | +33% |
| Physical | +26% |
| Cold | +23% |
| All | +13% |
| Lightning | +28% |
| Light | +68% |
| Mind | +43% |
| Fire | +28% |
| Nature | +28% |
Defense: Base
| Armour (hardiness) | 20 (53.292302510663%) |
| Defense | 70 |
| Ranged Defense | 70 |
| Fatigue | 0 |
| Physical Save | 78 |
| Spell Save | 51 |
| Mental Save | 68 |
Defense: Resistances
| Acid | + 61%( 70%) |
| Blight | + 56%( 70%) |
| Cold | + 70%( 70%) |
| All | + 40%( 70%) |
| Lightning | + 68%( 70%) |
| Light | + 55%( 70%) |
| Temporal | + 44%( 70%) |
| Mind | + 62%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 64%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 54% |
| Bleed Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 58% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 60 up to 6 times. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 241 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 10 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 36%, your defense is increased by 36 and all your resistances by 36%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Technique / Bloodthirst | 1.00 |
| 2/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Technique / Duelist | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Dual techniques | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Battle tactics | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 4/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Thuggery | 1.50 |
| 1/5 |
| 3/5 |
| 5/5 |
| 3/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Quickdraw |
| talent | Precise Strikes |
| talent | Trained Reactions |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
| detrimental effect | Zone-wide effect: Air decreases over time. If you run out of air you will start losing life. Look for bubbles to recover air. The water also reduces stun resistance by 10% and fire damage is reduced by 10%, however cold damage is increased by 10%. Underwater Zone |
| beneficial effect | Has 9 throwing knives prepared: 9 KnivesRange: 6 Net Damage: 208 - 291 Accuracy: 112 (knife) APR: 95 Crit Chance: +150% Crit mult: 313% Uses Stats: 70% Dex, 50% Str |
| beneficial effect | Parrying melee and ranged attacks: Has a 83% chance to deflect up to 39 damage from the next 3.1 attack(s). Parried attacks cannot crit. Parrying |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by Layuratira the stone troll. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by Xanorin the grave wight. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | 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 gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by giant blue ant. Escort: repented thief (level 3 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 3366. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed vial of elder vampire blood. * You've found the needed orc heart. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed multi-hued wyrm scale. * You've found the needed honey tree root. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Morningbreacher (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +6 Cun +6 Con offense ------ Critical power +20.00% Mindpower +10 (+3 eff.) Move Speed +25% Ignore resists +10% light When Hit 2 mind defense ------ Armor +5 Fatigue +4% Resistance +3% light Physical save +25 (+5 eff.) Mind save +21 (+5 eff.) Silence Resist +44% Confus Resist +48% Stun Resist +42% other ------- Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Void Quiver (0/0, 156% power, 120 apr)3.0 Encumbrance T5 arrow ammo [Unique] Arcane Weapon Damage 156% Range: 1.0x-1.4x Uses 70% Dex, 40% Mag, 50% Str Damage Void Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +120 Critical Rate +6.0% On Hit: 15% Spatial Tether level 1 On Hit: 15% Dimensional Anchor level 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
| Light source | dwarven lantern 'Zubassra'1.0 Encumbrance T5 lite [Random Unique] Nature/Master While equipped: Stats +6 Wil offense ------ Physical Crit +6.0% Critical power +17.00% Physical Power +9 (+2 eff.) Spellpower/crit +6 Damage +9% blight Ignore resists +20% blight +13% all Ignore Armor +12 defense ------ Physical save +13 (+3 eff.) Healmod +23% other ------- Mana/turn +0.08 Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+2 eff.) Spell save +12 (+4 eff.) Mind save +12 (+3 eff.) other ------- Masteries +0.20 Technique/Thuggery Skullcracker +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Icebliss (0 def, 9 armour)1.0 Encumbrance T4 hands armor [Random Unique] Master/Psionic While equipped: Stats +6 Con offense ------ Damage +3% lightning +9% cold Ignore resists +15% lightning +10% cold +10% nature Accuracy +9 (+2 eff.) When Hit 8 cold defense ------ Armor +9 Physical save +38 (+8 eff.) Spell save +9 (+3 eff.) Mind save +28 (+7 eff.) Life +77.00 Disarm Resist +70% Unarmed combat: Weapon Damage 144% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +12 Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-hit +23 physical On Hit: 10% Perfect Control level 5 On Hit: 10% Juggernaut level 1 On Hit: 10% Battle Shout level 5 Juggernaut: (Instant) Puts all charms on 25 turn cooldown Effective talent level: 3.5 Power cost 25 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 29% and provides a 16% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | stralite torque of psionic shield 'Morningwrecker' [power 121] (21 cooldown)2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: Stats +3 Str offense ------ Damage +6% mind +9% physical Ignore resists +20% light +15% mind When Hit 8 physical defense ------ Resistance +15% light Setup a psionic shield, reducing all damage taken by 121 for 5 turns Puts all charms on 21 turn cooldown 100% to heal for 71. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of Fate0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats +9 Str +9 Con offense ------ Physical Power +35 (+7 eff.) Spellpower +20 (+7 eff.) Mindpower +20 (+5 eff.) Damage +40% cold +7% all Ignore resists +15% light When Hit 6 light defense ------ Resistance +6% light +38% cold other ------- Light +3 Can be unequipped or rerolled. 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? |
| On fingers | Brightstalker0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: offense ------ Damage +12% acid +9% fire When Hit 8 fire On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +25% acid +6% temporal +32% fire +25% cold +20% lightning Life +125.00 Life Regen +16.00 Healmod +20% Disarm Resist +39% Pinning Resist +35% Knockbk Resist +30% Rings make your fingers look great! |
| Around neck | Limmir's Amulet of the Moon0.1 Encumbrance T5 amulet jewelry [Unique] While equipped: Stats +9 Str +17 Dex +9 Mag +9 Wil +17 Cun +9 Con offense ------ Move Speed +15% Damage +20% lightning defense ------ Resistance +30% mind Damage Avoidance +8% Affinity +20% lightning Confus Resist +30% Fear Resist +30% other ------- Light +2 Amulets make your neck look great! |
| In main hand | Tempestkarma the voratun longsword (167% power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Random Unique] Master Weapon Damage 167% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +12 lightning While equipped: Stats +11 Str offense ------ Damage +15% lightning +15% physical Ignore resists +13% physical Accuracy +49 (+8 eff.) Ignore Armor +14 defense ------ Resistance +6% lightning Life +40.00 Disease Resist +10% Silence Resist +10% Pinning Resist +23% Stun Resist +10% Sharp, long, and deadly. |
| Around waist | Gelaith the drakeskin leather belt1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: Stats +8 Str +11 Dex +2 Wil +11 Cun +3 Con offense ------ Physical Crit +13.0% Mind Crit +9% Critical power +15.00% Physical Power +9 (+2 eff.) Damage +3% blight defense ------ Physical save +25 (+5 eff.) Spell save +12 (+4 eff.) Mind save +16 (+4 eff.) other ------- Stamina/turn +1.00 Size +1 A belt that goes around your waist. |
| In off hand | voratun dagger 'Blazesweeper' (145% power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Master Weapon Damage 146% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +8 fire On-crit, radius 2 +4 light On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +39.0% Critical power +54.00% Ignore resists +10% light Ignore Armor +28 When Hit 6 temporal On-Hit (Melee): * 21% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +9% fire Sharp, short and deadly. |
| Cloak | Kindlearc the elven-silk cloak (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Nature While equipped: offense ------ Ignore resists +5% nature +15% fire Accuracy +28 (+5 eff.) When Hit 4 fire On-Hit (Melee): * 20% chance to slow global speed by 62% defense ------ Defense +3 (+1 eff.) Fatigue -7% Resistance +9% acid +8% cold +15% blight +17% fire +19% nature +7% lightning Life +63.00 Life Regen +10.00 Healmod +18% other ------- Max stamina +23.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Brodalanik the elven-silk robe (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Nature While equipped: Stats +7 Str +8 Mag +7 Wil offense ------ Damage +25% lightning +17% physical +14% nature +18% cold Ignore resists +15% mind When Hit 4 mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 34 defense ------ Resistance +13% lightning +21% nature +11% blight +9% cold +6% mind +15% all Life +56.00 Life Regen +4.50 Healmod +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 285 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (370.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 421.80 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 156; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 156 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the sneak (absorb 151; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 151 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the titan (absorb 110; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 110 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the warrior (absorb 467; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 467 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
copper amulet of cunning (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+3 eff.) Spell save +15 (+5 eff.) Mind save -7 (-2 eff.) Life +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. |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+4 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
starlit steel amulet of cunning (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun defense ------ Resistance +10% light +12% darkness Blind Resist +20% Amulets make your neck look great! |
warrior's steel amulet of strength (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +5% physical other ------- Stamina/turn +0.40 Amulets make your neck look great! |
Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+2 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 50 power out of 60/60 The evilness of undeath radiates from this amulet. |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 5.5 Power cost 30 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (141). 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. |
enraging gold amulet of the eclipse0.1 Encumbrance T3 amulet jewelry [Ego++] Arcane/Master While equipped: offense ------ Physical Power +7 (+1 eff.) Combat Speed +10% On-Hit 11 light 8 darkness Damage +7% physical +7% light +8% darkness When Hit: * 8% chance to reduce damage dealt by 28% * 9% chance to blind Amulets make your neck look great! |
Pendant of the Sun and Moons0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +8 (+3 eff.) Damage +8% light +8% darkness Ignore resists +15% light +15% darkness defense ------ Resistance +10% light +10% darkness Max Resistance +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Effective talent level: 4.5 Power cost 25 out of 60/60. Range melee/personal Cooldown: 20 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 16 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. |
Yvunor the stralite amulet0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Dex +2 Con offense ------ Physical Crit +4.0% Physical Power +5 (+1 eff.) Ignore resists +5% physical defense ------ Resistance +18% temporal +1% physical Pinning Resist +38% Knockbk Resist +42% other ------- Masteries +0.33 Technique/Combat veteran +0.33 Technique/Conditioning Amulets make your neck look great! |
Zemekkys' Broken Hourglass0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil offense ------ Damage +10% temporal defense ------ Resistance +20% temporal Max Resistance +5% temporal other ------- Spell cooldown 10% Time Stop: Effective talent level: 2.5 Power cost 41 out of 80/80. Range melee/personal Cooldown: 37 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. |
mindweaver's stralite amulet0.1 Encumbrance T4 amulet jewelry [Ego+] Psionic While equipped: Stats +4 Wil offense ------ Mindpower +9 (+2 eff.) defense ------ Mind save +13 (+3 eff.) Confus Resist +18% Amulets make your neck look great! |
stralite amulet of manastreaming0.1 Encumbrance T4 amulet jewelry [Ego+] Arcane While equipped: Stats +4 Mag offense ------ Spellpower/crit +4 other ------- Mana/turn +0.25 Max mana +27.00 Amulets make your neck look great! |
Garkul's Teeth0.1 Encumbrance T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con defense ------ Physical save +18 (+4 eff.) Mind save +18 (+4 eff.) Pinning Resist +100% other ------- Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Effective talent level: 5.5 Power cost 9 out of 48/48. Range melee/personal Cooldown: 7 Travel.spd instantaneous Description: Release a powerful shout, doing 639.87 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
insulating voratun amulet of dexterity (+6)0.1 Encumbrance T5 amulet jewelry [Ego] Nature While equipped: Stats +6 Dex defense ------ Resistance +16% fire +28% cold Amulets make your neck look great! |
voratun amulet 'Manylabar'0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +20 Lck +6 Con offense ------ Damage +21% acid +6% mind Ignore resists +5% mind Accuracy +17 (+3 eff.) On-Hit (Melee): * 10% chance to reduce armor by 32% defense ------ Defense +20 (+5 eff.) Fatigue -10% Resistance +9% blight Physical save +20 (+4 eff.) Resist unseen 18% Life +80.00 Life Regen +15.00 Amulets make your neck look great! |
Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Scabstalker the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Cun +2 Wil offense ------ Ignore resists +15% nature defense ------ Resistance +3% darkness Mind save +4 (+1 eff.) Rings make your fingers look great! |
rogue's copper ring of lightning (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun offense ------ Damage +11% lightning defense ------ Defense +4 (+1 eff.) Resistance +22% lightning Rings make your fingers look great! |
titan's copper ring of blight (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Con offense ------ Damage +11% blight defense ------ Resistance +11% blight Physical save +6 (+1 eff.) Rings make your fingers look great! |
Haryfang =+5 con=0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +5 Con offense ------ Damage +11% lightning +12% physical defense ------ Resistance +22% lightning +12% physical Spell save +11 (+4 eff.) other ------- Max stamina +18.00 Infravision +1 Rings make your fingers look great! |
Loryfast the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: defense ------ Fatigue -6% Resistance +3% temporal +12% fire Life Regen +4.00 Disease Resist +20% Knockbk Resist +20% other ------- Encumbrance +21 Rings make your fingers look great! |
Mechik the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Str +4 Dex +8 Mag +2 Wil +4 Cun +4 Con offense ------ Spellpower +9 (+3 eff.) Ignore resists +10% blight other ------- Light +3 Rings make your fingers look great! |
Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+1 eff.) Fatigue -7% Mind save +13 (+3 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 3.5 Power cost 41 out of 50/50. Range 8 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 29.18 cold and 25.21 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 50 power out of 60/60 This azure ring seems to be always moist to the touch. |
psionicist's steel ring of corrosion (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil offense ------ Damage +10% acid defense ------ Resistance +20% acid Mind save +4 (+1 eff.) Rings make your fingers look great! |
titan's steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Con defense ------ Physical save +8 (+2 eff.) Mind save +7 (+2 eff.) Confus Resist +24% Rings make your fingers look great! |
Ce'Narita the Sunoblivion0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats +6 Cun +8 Dex offense ------ Damage +12% fire When Hit 10 arcane defense ------ Silence Resist +34% other ------- Mana/turn +0.27 Light +3 Rings make your fingers look great! |
Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +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. |
Freezebloom0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +4 Cun offense ------ Damage +6% light +12% cold Ignore resists +20% acid defense ------ Defense +8 (+2 eff.) Resistance +12% acid +12% cold other ------- Light +2 Rings make your fingers look great! |
The Black Ring0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: defense ------ Spell save +7 (+2 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
gold ring 'Xanutta'0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +4 Cun +5 Dex offense ------ Mind Crit +3% Critical power +10.00% Damage +15% blight Accuracy +10 (+2 eff.) defense ------ Resistance +12% mind +6% blight other ------- Max hate +10.00 Rings make your fingers look great! |
Writhing Ring of the Hunter0.1 Encumbrance 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. |
Zubyldata the Blastward0.1 Encumbrance T4 ring jewelry [Rare] Arcane While equipped: Stats +8 Wil +8 Mag offense ------ Mindpower +10 (+3 eff.) On-Hit 34 light On-Ranged-Hit 31 light Damage +9% lightning +18% light +12% mind defense ------ Resistance +6% arcane Spell save +21 (+7 eff.) Life +114.46 Life Regen +4.58 Teleport Resist +23% Rings make your fingers look great! |
psionicist's stralite ring of misery0.1 Encumbrance T4 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +6 Wil offense ------ On-Hit 22 physical On-Ranged-Hit 19 physical On-Hit (Melee): * 14% chance to reduce all saves and defense by 34 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 34 defense ------ Mind save +12 (+3 eff.) other ------- Hate-on-crit +2.00 Max hate +9.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 4.5 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 167% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
stralite quartz ring0.1 Encumbrance T4 ring jewelry [Ego+] Arcane While equipped: Stats +9 Mag offense ------ On-Hit 27 light On-Ranged-Hit 21 light Damage +14% light defense ------ Stun Resist +30% Rings make your fingers look great! |
stralite ring 'Layama'0.1 Encumbrance T4 ring jewelry [Rare] Arcane While equipped: Stats +5 Dex +11 Mag +8 Wil offense ------ Spellpower +13 (+4 eff.) Damage +6% arcane Ignore resists +27% arcane Accuracy +25 (+4 eff.) other ------- Psi when Hit +0.16 Max psi +30.00 Light +3 Infravision +3 Rings make your fingers look great! |
stralite ring 'Smolderwyrd'0.1 Encumbrance T4 ring jewelry [Rare] Arcane While equipped: offense ------ Mindpower +15 (+4 eff.) Damage +12% fire +18% light +15% mind On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 defense ------ Resistance +36% light +15% blight Mind save +9 (+2 eff.) other ------- EQ when Hit +0.12 Rings make your fingers look great! |
stralite ring of misery0.1 Encumbrance T4 ring jewelry [Ego+] Psionic While equipped: Stats +1 Cun offense ------ On-Hit 25 physical On-Ranged-Hit 15 physical On-Hit (Melee): * 14% chance to reduce all saves and defense by 34 On-Hit (Ranged): * 17% chance to reduce all saves and defense by 34 other ------- Hate-on-crit +2.00 Max hate +9.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 7.2 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 184% weapon damage. If the attack hits, the target will bleed for 343% weapon damage over 7 turns, and all healing will be reduced by 77%. Rings make your fingers look great! |
Exiler0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spellpower +10 (+3 eff.) On-Hit 15 temporal Damage +15% temporal +10% physical defense ------ Resistance +15% temporal Anomaly Control +10 other ------- Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread level 2 Attempt to inflict 105.33 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s). Uses 27 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Glory of the Pride0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +8% physical Accuracy +10 (+2 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+9 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Koromikhad the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Master While equipped: Stats +10 Str offense ------ Physical Power +32 (+6 eff.) Spellpower +37 (+12 eff.) Mindpower +35 (+9 eff.) Damage +16% all On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 22 defense ------ Armor +20 Resistance +6% light +3% fire Blind Resist +10% Disease Resist +10% Stun Resist +20% Teleport Resist +21% Rings make your fingers look great! |
Mnemonic0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+3 eff.) defense ------ Resistance +25% mind Mind save +20 (+5 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh level 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Effective talent level: 3.5 Power cost 25 out of 30/30. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Ring of the War Master0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+2 eff.) Ignore Armor +15 defense ------ Category Bonus +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. |
marksman's voratun ring of clarity0.1 Encumbrance T5 ring jewelry [Ego] Master/Psionic While equipped: Stats +6 Dex offense ------ Accuracy +12 (+2 eff.) defense ------ Mind save +13 (+3 eff.) Confus Resist +41% Rings make your fingers look great! |
warrior's voratun ring of frost (+30%)0.1 Encumbrance T5 ring jewelry [Ego] Nature/Master While equipped: Stats +10 Str offense ------ Damage +15% cold defense ------ Armor +20 Resistance +30% cold Rings make your fingers look great! |
Awakened Staff of Absorption (172% power, 60 apr, cold element)7.0 Encumbrance T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Weapon Damage 172% Range: 1.0x-1.2x Uses 130% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+16 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 164 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Lost Staff of Archmage Tarelion (136% power, 4 apr, fire element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Unique] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: Stats +7 Wil +8 Mag offense ------ Spell Crit +25% Spellpower +40 (+13 eff.) Damage +30% lightning +30% fire +30% arcane +30% cold defense ------ Silence Resist +40% other ------- Mana-on-crit +12.00 Max mana +40.00 Talents +1 Command Staff Cooldown Chain Lightning -2 Ice Storm -2 Arcane Vortex -2 Fireflash -2 Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
iron longsword 'Belasin' (104% power, 2 apr) =+6 con=3.0 Encumbrance T1 longsword 1H weapon [Rare] Nature Weapon Damage 105% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +6 Con +6 Wil defense ------ Armor +2 Resistance +3% light Crit Resistance 10.00% Life +51.00 Life Regen +4.00 Poison Resist +20% Sharp, long, and deadly. |
Morrigor (161% power, 12 apr)3.0 Encumbrance T4 longsword 1H weapon Reqs Mag 40 [Unique] Arcane/Unknown Weapon Damage 162% Range: 1.0x-1.4x Uses 60% Mag, 60% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +7.0% Attack Speed 100% On Hit: * deal 21.09 arcane and 21.09 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: offense ------ Spell Crit +12% Spellpower +24 (+8 eff.) other ------- Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Dawn's Blade (161% power, 7 apr)3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Weapon Damage 162% Range: 1.0x-1.4x Uses 25% Mag, 80% Str Damage Light Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 100% Damage Against +25% Undead +25% Demon While equipped: offense ------ Spell Crit +4% Spellpower +10 (+3 eff.) Damage +20% light Ignore resists +25% light other ------- 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 169.86 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 29 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. |
stralite mace 'Issulahad' (146% power, 5 apr) =+9 con=3.0 Encumbrance T4 mace 1H weapon [Random Unique] Arcane/Master Weapon Damage 146% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Hit: 20% Curse of Vulnerability level 4 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Dex +9 Con offense ------ Physical Crit +6.0% Combat Speed +10% Accuracy +15 (+3 eff.) Blunt and deadly. |
Malediction (150% power, 15 apr)3.0 Encumbrance T4 waraxe 1H weapon [Unique] Arcane Weapon Damage 150% Range: 1.0x-1.2x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On-Hit, radius 1 +25 blight On Hit: 10% Curse of Death level 3 On Hit: 10% Curse of Vulnerability level 3 While equipped: offense ------ Spellpower +20 (+7 eff.) Damage +20% blight On Spell Hit: 10% Curse of Impotence level 3 On Spell Hit: 10% Curse of Defenselessness level 3 The land withers and crumbles wherever this cursed axe rests. |
Gludarin the Brandobeisance (151% power, 20 apr)3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 152% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +7.0% Attack Speed 100% Ignore Shields +16% On-hit +14 blight +12 fire On-Hit, radius 1 +20 fire On Hit: 20% Epidemic level 5 On Hit: * 16% chance to reduce strength, dexterity, and constitution by 22 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +11.0% Damage +6% fire When Hit 4 acid defense ------ Resistance +6% acid Disease Resist +28% One-handed war axes. |
Scorchqueller (160% power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Nature/Master Weapon Damage 160% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +16 fire On-Hit, radius 1 +20 fire On-crit, radius 2 +47 fire While equipped: offense ------ Physical Crit +14.0% Critical power +24.00% Global Speed +5% Ignore resists +10% arcane +21% fire Ignore Armor +9 defense ------ Resistance +5% arcane One-handed war axes. |
Silent Blade (129% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 35% Str, 65% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On-hit +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: offense ------ Accuracy +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Dagger of the Past (129% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Mag, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+2 eff.) Spell save +10 (+3 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- 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. |
Moon (100% power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Weapon Damage 100% Range: 1.0x-1.3x Uses 20% Str, 20% Dex Damage Darkness Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Darkness damage. While equipped: other ------- Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Shantiz the Stormblade (111% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 111% Range: 1.0x-1.3x Uses 100% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Spelldrinker (132% power, 8 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 132% Range: 1.0x-1.3x Uses 35% Str, 20% Mag, 55% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Spelldrinker (132% power, 8 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 132% Range: 1.0x-1.3x Uses 35% Str, 20% Mag, 55% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Star (100% power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Weapon Damage 100% Range: 1.0x-1.3x Uses 20% Str, 20% Dex Damage Light Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Light damage. While equipped: other ------- Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Swordbreaker (129% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+4 eff.) Physical save +15 (+3 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
truestriking dwarven-steel dagger of shearing (118% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego++] Master Weapon Damage 118% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: offense ------ Ignore resists +5% all +7% physical Accuracy +22 (+4 eff.) Ignore Armor +13 Sharp, short and deadly. |
Icy Kill (143% power, 10 apr)1.0 Encumbrance T4 dagger 1H weapon [Unique] Nature/Psionic Weapon Damage 144% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +15.0% Attack Speed 100% On-hit +30 cold On Critical: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil offense ------ Damage +25% cold defense ------ Pierce Iceblocks +50% other ------- 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. |
enhanced stralite dagger of torment (134% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego++] Nature/Psionic Weapon Damage 134% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +9 Str +7 Dex +6 Mag +7 Wil +7 Cun +7 Con Sharp, short and deadly. |
plaguebringer's stralite dagger of crippling (131% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 131% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +7 blight On Hit: 20% Epidemic level 4 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 22 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% defense ------ Disease Resist +16% Sharp, short and deadly. |
quick stralite dagger of torment (135% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego++] Master/Psionic Weapon Damage 135% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +3 Dex offense ------ Combat Speed +10% Accuracy +10 (+2 eff.) Sharp, short and deadly. |
stralite dagger of corruption (133% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego+] Arcane Weapon Damage 134% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: 20% Curse of Defenselessness level 4 Sharp, short and deadly. |
warbringer's stralite dagger of evisceration (138% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego++] Master Weapon Damage 139% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Critical: * Wound the target dealing 323 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Con offense ------ Physical Crit +7.0% Physical Power +17 (+3 eff.) Ignore resists +9% physical defense ------ Disarm Resist +15% Sharp, short and deadly. |
Life Drinker (152% power, 11 apr)1.0 Encumbrance T5 dagger 1H weapon Reqs Mag 44 [Unique] Arcane Weapon Damage 152% Range: 1.0x-1.3x Uses 55% Mag, 35% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +18.0% Attack Speed 100% While equipped: Stats +6 Cun +6 Mag offense ------ Spell Crit +10% Spellpower +12 (+4 eff.) Damage +15% blight +15% darkness +15% acid other ------- Infravision +2 On Spell Hit: 15% Blood Grasp level 2 Worm Rot: Effective talent level: 3.5 Power cost 33 out of 50/50. Range 6 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 15.50 acid and 15.50 blight damage. If not cleared after five turns it will inflict 88.02 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Mandible of Ungolmor (150% power, 12 apr)1.0 Encumbrance T5 dagger 1H weapon [Unique] Nature Weapon Damage 150% Range: 1.0x-1.3x Uses 30% Cun, 35% Str, 35% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +22.0% Attack Speed 100% Damage Conversion 30% darkness On Hit: 20% Poisonous Bite level 3 On Critical: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex offense ------ Damage +30% nature +20% darkness defense ------ Armor +15 Poison Resist +100% other ------- 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. |
plaguebringer's voratun dagger of evisceration (148% power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 149% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +9 blight On Hit: 20% Epidemic level 5 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 22 On Critical: * Wound the target dealing 323 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +15.0% Physical Power +9 (+2 eff.) defense ------ Disease Resist +24% Sharp, short and deadly. |
voratun dagger 'Harosta' (144% power, 26 apr)1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 145% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +26 Critical Rate +10.0% Attack Speed 100% Ignore Shields +19% On-Hit, radius 1 +20 fire On-crit, radius 2 +16 mind While equipped: Stats +3 Str offense ------ Physical Crit +15.0% Critical power +35.00% Ignore Armor +14 defense ------ Resistance +2% physical other ------- Stamina/turn +1.00 Sharp, short and deadly. |
Eye of the Wyrm (113% power, 24 apr, physical damage)3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature Weapon Damage 113% Range: 1.0x-1.1x Uses 50% Wil, 20% Str, 10% Cun Damage Physical Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +2.5% Attack Speed 100% Damage Conversion 20% acid 20% physical 20% fire 20% cold 20% lightning While equipped: offense ------ Physical Crit +5.0% Mind Crit +5% Physical Power +10 (+2 eff.) Mindpower +10 (+3 eff.) Damage +12% lightning +12% physical +12% cold +12% fire +12% acid defense ------ Resistance +10% acid +10% physical +10% cold +10% fire +10% lightning other ------- 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. Ice Breath: Effective talent level: 5.5 Power cost 25 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe ice in a frontal cone of radius 9. Any target caught in the area will take 685.84 cold damage and be frozen for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Freeze apply power is based on your Mindpower. Each point in cold drake talents also increases your cold 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. |
Storm Fury4.0 Encumbrance T5 longbow 2H weapon [Unique] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On Hit: 12% Chain Lightning level 3 While equipped: Stats +10 Dex +10 Mag offense ------ Spell Crit +10% Spellpower +30 (+10 eff.) Move Speed +30% On-Ranged-Hit 75 lightning Damage +25% lightning defense ------ Defense +30 (+7 eff.) Resistance +20% lightning other ------- Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 77 to 154 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Umbrawarden the dragonbone longbow =+40 CON OVER 300 HEALTH=4.0 Encumbrance T5 longbow 2H weapon [Random Unique] Nature/Disrupt Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-crit, radius 2 +12 darkness While equipped: Stats +43 Con +46 Wil defense ------ Resistance +21% acid +20% lightning +26% cold +32% fire +11% all Spell save +18 (+6 eff.) Life +358.00 Cut Resist +20% Longbows are used to shoot arrows at your foes. |
Windbiter the hardened leather sling =+19 con=4.0 Encumbrance T3 sling 1H weapon [Random Unique] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +12 nature +16 light On-Hit, radius 1 +4 nature While equipped: Stats +13 Str +12 Dex +12 Mag +12 Wil +6 Cun +19 Con offense ------ Damage +9% light other ------- Masteries +0.10 Wild-gift/Fungus Regenerate 108 life over 5 turns Puts all charms on 17 turn cooldown Slings are used to hurl stones or metal shots at your foes. |
Nithan's Force4.0 Encumbrance T5 sling 1H weapon [Unique] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 111% Range +10 While equipped: Stats +10 Str +5 Con offense ------ Damage +35% physical Ignore resists +15% physical defense ------ Resistance +10% physical Pinning Resist +30% Knockbk Resist +30% Bull Shot: Effective talent level: 5.5 Power cost 14 out of 16/16. Range melee/personal Cooldown: 8 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 226% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
mindwoven linen robe of life (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) defense ------ Resistance +6% blight +7% all Mind save +16 (+4 eff.) Life +40.00 Life Regen +1.50 Healmod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient elven-silk robe (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: Stats +6 Mag offense ------ Damage +7% temporal +17% physical Ignore resists +10% temporal +10% physical defense ------ Resistance +15% all Anomaly Control +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Molten Skin (15 def, 12 armour)9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Physical Crit +8.0% Spell Crit +10% Critical power +20.00% Spellpower +15 (+5 eff.) On-Hit 15 light 30 fire On-Ranged-Hit 15 light 30 fire Damage +20% fire +5% light +10% all Ignore resists +10% light +15% fire When Hit 30 fire defense ------ Armor +12 Defense +15 (+4 eff.) Resistance +20% fire +12% light -5% cold other ------- Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Effective talent level: 5.5 Power cost 10 out of 16/16. Range melee/personal Cooldown: 5 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 137.68 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. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. |
Girdle of Preservation1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+3 eff.) Spell save +15 (+5 eff.) Mind save +15 (+4 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Aerywe the elven-silk cloak (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +1 Con offense ------ Spell Crit +1% Spellpower +10 (+3 eff.) Damage +9% arcane Ignore resists +15% arcane When Hit 2 blight defense ------ Defense +3 (+1 eff.) Resistance +17% acid +16% fire +17% lightning +19% cold Spell save +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bokedor the elven-silk cloak (13 def, 10 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Psionic While equipped: Stats +6 Wil defense ------ Armor +10 Defense +13 (+3 eff.) Physical save +11 (+2 eff.) Mind save +48 (+12 eff.) Unlife -50.00 life Life +101.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radiance (15 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag offense ------ Spellpower +20 (+7 eff.) Damage +25% light When Hit 30 blinding light defense ------ Defense +15 (+4 eff.) Resistance +30% light +30% darkness Max Resistance +10% light Category Bonus +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Chillnail (0 def, 1 armour) =+4 cun=2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Str +2 Wil +4 Cun offense ------ Move Speed +10% When Hit 8 cold defense ------ Armor +1 Fatigue -5% Life +31.00 other ------- Stamina/turn +0.30 Infravision +2 A pair of boots made of leather. |
pair of rough leather boots 'Xerotira' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Dex +1 Mag +3 Wil +5 Con +6 Lck defense ------ Armor +1 Stealth +6 other ------- Light +3 Infravision +1 A pair of boots made of leather. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 other ------- Stamina/turn +0.40 Max stamina +10.00 A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+2 eff.) defense ------ Fatigue +3% Knockbk Resist +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. |
undeterred pair of drakeskin leather boots of tirelessness (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego+] Arcane/Master While equipped: defense ------ Armor +5 Silence Resist +31% Confus Resist +47% Stun Resist +28% other ------- Stamina/turn +1.20 Max stamina +28.00 A pair of boots made of leather. |
pair of iron boots 'Lisabeth' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Mind Crit +1% Critical power +10.00% defense ------ Armor +3 Fatigue -2% Physical save +5 (+1 eff.) Disarm Resist +20% other ------- Encumbrance +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Darkgash the rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +4 Str +3 Dex +1 Wil offense ------ Damage +9% darkness Accuracy +6 (+1 eff.) defense ------ Armor +1 Physical save +6 (+1 eff.) Mind save +6 (+1 eff.) Disarm Resist +21% Unarmed combat: Weapon Damage 92% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On Hit: 10% Perfect Control level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+0 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 92% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Unarmed combat: Weapon Damage 109% Range: 1.0x-1.1x Uses 40% Dex, 40% Cun, 20% Mag 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +6.0% Attack Speed 100% Damage Conversion 100% void On Hit: 15% Dust to Dust level 1 On Hit: 10% Mind Blast level 1 On Hit: 10% Turn Back the Clock level 1 On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
sand hardened leather gloves of dexterity (+3) (0 def, 7 armour)1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 6 physical Damage +5% physical Accuracy +10 (+2 eff.) defense ------ Armor +7 Unarmed combat: Weapon Damage 115% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +5 Ignore Armor +3 Critical Rate +7.0% Attack Speed 100% On-Hit, radius 1 +8 physical On-crit, radius 2 +7 physical On Hit: 10% Sand Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's drakeskin leather gloves of archery (0 def, 13 armour) =+10 con=1.0 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +5 Dex +6 Cun +10 Con offense ------ Accuracy +8 (+1 eff.) Ignore Armor +9 defense ------ Armor +13 Hardiness +9% Resistance +8% physical Unarmed combat: Weapon Damage 131% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +12 Critical Rate +5.0% Attack Speed 100% On Hit: 5% Stone Touch level 5 On Hit: 15% Perfect Strike level 5 Steady Shot: Puts all charms on 17 turn cooldown Effective talent level: 4.5 Power cost 17 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Jetbraze the iron gauntlets (0 def, 3 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +2 Con offense ------ On-Hit 5 acid Damage +3% acid Ignore resists +15% darkness defense ------ Armor +3 Fatigue +1% Resistance +5% acid other ------- Stamina/turn +1.00 Unarmed combat: Weapon Damage 95% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-crit, radius 2 +6 acid On Hit: 10% Corrosive Breath level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 Encumbrance T3 hands armor [Unique] Arcane While equipped: offense ------ Damage +10% acid +5% physical Ignore resists +15% acid +15% physical defense ------ Armor +7 Fatigue +10% Resistance +20% acid +10% physical Max Resistance +10% acid +5% physical other ------- Cooldown Clinch -2 Unarmed combat: Weapon Damage 132% Range: 1.0x-1.4x Uses 30% Cun, 30% Dex, 60% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 83% On-hit +10 acid On Hit: 10% Corrosive Mist level 1 On Hit: 20% Earthen Missiles level 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+4 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Unarmed combat: Weapon Damage 126% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +4.0% Attack Speed 83% On-hit +20 lightning On Hit: 20% Chain Lightning level 2 On Hit: 15% Nova level 1 On Spell Hit: 10% Lightning level 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Belandil the voratun gauntlets (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Random Unique] Nature/Psionic While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Accuracy +8 (+1 eff.) defense ------ Armor +3 Fatigue +5% Physical save +9 (+2 eff.) Mind save +11 (+3 eff.) Life Regen +11.30 Disarm Resist +45% other ------- Stamina/turn +3.30 Psi/turn +0.36 EQ when Hit +0.08 Hate-on-crit +2.00 Max stamina +39.00 Unarmed combat: Weapon Damage 136% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +10 Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On Hit: 10% Perfect Control level 5 On Hit: 10% Nightmare level 5 On Hit: 10% Second Wind level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Hand of the World-Shaper (0 def, 12 armour)1.5 Encumbrance T5 hands armor [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag offense ------ Spell Crit +10% Spellpower +10 (+3 eff.) Damage +12% physical Ignore resists +15% physical defense ------ Armor +12 Resistance +10% physical other ------- Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Unarmed combat: Weapon Damage 149% Range: 1.0x-1.4x Uses 40% Dex, 40% Cun, 10% Mag 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +7.0% Attack Speed 83% On-Hit, radius 1 +50 gravity On-crit, radius 2 +30 gravity pin On Hit: 15% Earthen Missiles level 5 Earthquake: Effective talent level: 5.5 Power cost 25 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 77.82 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Wretchnail the cashmere wizard hat (2 def, 0 armour) =+6 cun=2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +6 Cun offense ------ Damage +3% nature +6% mind defense ------ Defense +2 (+0 eff.) Resistance +9% acid +12% mind +9% nature Mind save +8 (+2 eff.) A pointy cloth hat, very wizardly... |
Crackleparry (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Str offense ------ Damage +3% lightning +6% acid Ignore resists +25% lightning defense ------ Armor +3 Fatigue +3% Resistance +6% lightning +5% arcane Skullcracker +2 Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 6.8 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1455.9 Physical damage. If the attack hits, the target is confused (46% 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. |
Neridheba the Flamevengeance (2 def, 0 armour) =+8 cun=2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +8 Cun +6 Wil offense ------ Damage +9% fire Ignore resists +15% mind defense ------ Defense +2 (+0 eff.) Physical save +8 (+2 eff.) Mind save +9 (+2 eff.) other ------- Max psi +20.00 A pointy cloth hat, very wizardly... |
Obsidianbait (0 def, 3 armour) =+5 cun=2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Cun +3 Dex offense ------ Mindpower +20 (+5 eff.) Ignore Armor +6 When Hit 4 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 28% defense ------ Armor +3 Fatigue +3% Crit Resistance 15.00% Healmod +10% A cap made of leather. |
werebeast's hardened leather cap of might (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego++] Nature/Master While equipped: Stats +6 Str +3 Dex +4 Cun +5 Con offense ------ Physical Power +3 (+0 eff.) defense ------ Armor +3 Fatigue +3% A cap made of leather. |
Infused Cerebrum (8 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun offense ------ Spellpower +12 (+4 eff.) Mindpower +12 (+3 eff.) defense ------ Defense +8 (+2 eff.) Fear Resist -60% Assault the mind of a foe to utterly dominate it. Uses 82 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? |
Crown of the Elements (0 def, 10 armour)2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil offense ------ Spellpower +15 (+5 eff.) Mindpower +15 (+4 eff.) On-Hit 10 acid 10 fire 10 lightning 10 cold Damage +25% acid +25% fire +25% cold +25% lightning defense ------ Armor +10 Fatigue +5% Resistance +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
The Black Crown (0 def, 15 armour)3.0 Encumbrance T4 head armor [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con defense ------ Armor +15 Fatigue +5% Resistance +20% darkness +20% blight other ------- Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds Shadow Power +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
4 agate0.0 Encumbrance 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. |
8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal0.0 Encumbrance 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. |
10 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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. |
14 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
9 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ruby0.0 Encumbrance 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. |
8 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
17 diamond0.0 Encumbrance 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. |
14 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 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. |
Runed Skull3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+2 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Crystal Heart0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
2157 alchemist agate0.0 Encumbrance 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. |
64 alchemist bloodstone0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(112 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
Dúathedlen Heart1.0 Encumbrance T4 lite [Unique] Arcane While equipped: Stats +5 Mag offense ------ Physical Power +7 (+1 eff.) On-Hit 20 darkness defense ------ Resistance +30% light Max Resistance +10% light other ------- Light -1000 Infravision +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness level 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Tidetrencher the dwarven lantern1.0 Encumbrance T5 lite [Random Unique] Nature/Master While equipped: Stats +4 Wil +4 Con defense ------ Resistance +10% blight +9% cold Life +45.00 Life Regen +5.00 other ------- Light +9 Infravision +3 See Invisibility +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Demonic Soul0.0 Encumbrance T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Cut Drem Arm2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +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. |
Aryrodil the Frostlady (dig speed 38 turns) =+4 cun +4 con=3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Wil +4 Cun +4 Con offense ------ Damage +5% nature +3% cold defense ------ Resistance +10% nature other ------- Light +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns)3.0 Encumbrance T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Ignore resists +10% physical defense ------ Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Life +50.00 While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 5.5 Power cost 25 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 77.82 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
voratun pickaxe 'Emeletta' (dig speed 5 turns)3.0 Encumbrance T5 digger tool [Random Unique] Master/Psionic While equipped: Stats +7 Str +4 Cun +1 Con offense ------ Critical power +10.00% Damage +13% mind +14% fire Ignore resists +10% blight Accuracy +22 (+4 eff.) Ignore Armor +2 defense ------ Defense +10 (+2 eff.) Resistance +10% darkness +10% fire Physical save +3 (+0 eff.) Mind save +12 (+3 eff.) other ------- Infravision +5 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Fortune's Eye2.0 Encumbrance T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun offense ------ Accuracy +12 (+2 eff.) Ignore Armor +12 defense ------ Defense +12 (+3 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) other ------- See Stealth +12 See Invisibility +12 Track: Effective talent level: 4.5 Power cost 15 out of 35/35. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 34 for 7 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." |
Skull of the Rat Lich1.0 Encumbrance T3 skull tool [Unique] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +10 (+3 eff.) When Hit 12 darkness Raise one or two undead rats to fight beside you. Uses 58 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Demonic Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Transmogrification Chest2.0 Encumbrance 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 Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 87% of the healing done. This effect scales with your Magic stat.. Uses 62 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 445.44 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 21 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Aditta the iron torque of psionic shield [power 27] (21 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Con offense ------ Accuracy +5 (+1 eff.) defense ------ Resistance +6% temporal Disarm Resist +10% Confus Resist +20% Stun Resist +20% Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 21 turn cooldown 100% to reduce fatigue by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+0 eff.) Mindpower +3 (+1 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+2 eff.) Psionic Pull: Effective talent level: 4.5 Power cost 15 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 146 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Zubiyata [power 260] (13 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Spellpower/crit +10 Ignore resists +25% blight defense ------ Resistance +5% arcane Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana-on-crit +2.00 Max vim +50.00 Blast the opponent's mind dealing 312 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of psionic shield 'Layerinne' [power 81] (21 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +5 Cun +3 Wil offense ------ Mind Crit +4% Mindpower +10 (+3 eff.) defense ------ Crit Resistance 15.00% other ------- Max hate +6.00 Infravision +3 Setup a psionic shield, reducing all damage taken by 81 for 5 turns Puts all charms on 21 turn cooldown 100% to increase all damage by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
evasive elm totem of summon tentacle [power 95] (21 cooldown)2.0 Encumbrance 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: 190 Base Damage: 100 Armor: 0 All Resist: 3 Puts all charms on 21 turn cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +5 Str offense ------ Damage +5% physical defense ------ Resistance +10% nature Physical save +10 (+2 eff.) Life Regen +0.15 Healmod +10% other ------- 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 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con offense ------ Mindpower +7 (+2 eff.) Damage +20% nature defense ------ Resistance +20% blight +20% nature Healmod +25% other ------- Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 9 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
Ularach the Lightningbraid [power 338] (13 cooldown)2.0 Encumbrance T4 wand charm [Random Unique] Arcane While equipped: defense ------ Resistance +6% lightning +3% darkness Life Regen +4.00 Blind Resist +20% Disarm Resist +20% Confus Resist +10% Stun Resist +10% Create a radius 3 storm for 5 turns. Each turn, creatures within take 119 lightning damage and will be dazed for 1 turn (598 total damage) Puts all charms on 13 turn cooldown 100% to increase all damage by 14% for 2 turns. 100% to gain a 15% chance to evade weapon attacks for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Home, Horrific Home"2.0 Encumbrance T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A View From The Gallery (Insane (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Thuggin the Skeleton Marauder level 31
78th Haze 122nd year of Ascendancy at 07:57 see stats
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Thuggin the Skeleton Marauder level 40
43rd Regrowth 123rd year of Ascendancy at 04:31 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Thuggin the Skeleton Marauder level 50
41st Dusk 123rd year of Ascendancy at 09:01 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Thuggin the Skeleton Marauder level 40
41st Regrowth 123rd year of Ascendancy at 09:33 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Thuggin the Skeleton Marauder level 44
63rd Regrowth 123rd year of Ascendancy at 00:18 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Thuggin the Skeleton Marauder level 50
6th Flare 123rd year of Ascendancy at 14:46 see stats
Bookception! (Insane (Roguelike) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Thuggin the Skeleton Marauder level 50
74th Dusk 123rd year of Ascendancy at 14:30 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Thuggin the Skeleton Marauder level 42
59th Regrowth 123rd year of Ascendancy at 07:41 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Thuggin the Skeleton Marauder level 22
7th Haze 122nd year of Ascendancy at 12:46 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Thuggin the Skeleton Marauder level 18
43rd Dusk 122nd year of Ascendancy at 13:30 see stats
Demonic Invasion (Insane (Roguelike) difficulty)
Stopped a demonic invasion by closing their portal.By Thuggin the Skeleton Marauder level 50
73rd Dusk 123rd year of Ascendancy at 00:12 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Thuggin the Skeleton Marauder level 41
56th Regrowth 123rd year of Ascendancy at 00:00 see stats
Dethroned (Insane (Roguelike) difficulty)
Vanquished the Glass Golem without letting it use the glass throne to heal.By Thuggin the Skeleton Marauder level 45
64th Regrowth 123rd year of Ascendancy at 06:38 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Thuggin the Skeleton Marauder level 30
60th Haze 122nd year of Ascendancy at 08:40 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Thuggin the Skeleton Marauder level 50
35th Haze 123rd year of Ascendancy at 01:35 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Thuggin the Skeleton Marauder level 21
72nd Dusk 122nd year of Ascendancy at 20:53 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Thuggin the Skeleton Marauder level 31
78th Haze 122nd year of Ascendancy at 08:28 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Thuggin the Skeleton Marauder level 26
48th Haze 122nd year of Ascendancy at 17:09 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Thuggin the Skeleton Marauder level 50
32nd Haze 123rd year of Ascendancy at 19:07 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Thuggin the Skeleton Marauder level 50
25th Dusk 123rd year of Ascendancy at 21:09 see stats
Headbanger (Insane (Roguelike) difficulty)
Headbanged 20 bosses to death.By Thuggin the Skeleton Marauder level 50
10th Flare 123rd year of Ascendancy at 00:30 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 Thuggin the Skeleton Marauder level 34
6th Regrowth 123rd year of Ascendancy at 21:04 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Thuggin the Skeleton Marauder level 10
2nd Summertide 122nd year of Ascendancy at 17:05 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Thuggin the Skeleton Marauder level 20
58th Dusk 122nd year of Ascendancy at 03:09 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Thuggin the Skeleton Marauder level 30
60th Haze 122nd year of Ascendancy at 03:07 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Thuggin the Skeleton Marauder level 40
41st Regrowth 123rd year of Ascendancy at 02:32 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Thuggin the Skeleton Marauder level 50
5th Flare 123rd year of Ascendancy at 13:20 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Thuggin the Skeleton Marauder level 50
31st Haze 123rd year of Ascendancy at 18:40 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Thuggin the Skeleton Marauder level 22
26th Haze 122nd year of Ascendancy at 15:51 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Thuggin the Skeleton Marauder level 50
56th Dusk 123rd year of Ascendancy at 21:31 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Thuggin the Skeleton Marauder level 32
4th Regrowth 123rd year of Ascendancy at 17:37 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Thuggin the Skeleton Marauder level 25
47th Haze 122nd year of Ascendancy at 03:48 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Thuggin the Skeleton Marauder level 42
56th Regrowth 123rd year of Ascendancy at 02:28 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Thuggin the Skeleton Marauder level 50
35th Haze 123rd year of Ascendancy at 01:34 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Thuggin the Skeleton Marauder level 9
9th Mirth 122nd year of Ascendancy at 20:36 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Thuggin the Skeleton Marauder level 50
31st Haze 123rd year of Ascendancy at 18:27 see stats
The Rat Lich (Insane (Roguelike) difficulty)
Killed the terrible Rat Lich.By Thuggin the Skeleton Marauder level 26
48th Haze 122nd year of Ascendancy at 19:45 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Thuggin the Skeleton Marauder level 22
76th Dusk 122nd year of Ascendancy at 17:12 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Thuggin the Skeleton Marauder level 50
35th Haze 123rd year of Ascendancy at 01:35 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Thuggin the Skeleton Marauder level 50
10th Flare 123rd year of Ascendancy at 13:46 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Thuggin the Skeleton Marauder level 13
6th Dusk 122nd year of Ascendancy at 11:18 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Thuggin the Skeleton Marauder level 46
11st Pyre 123rd year of Ascendancy at 11:08 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Thuggin the Skeleton Marauder level 22
75th Dusk 122nd year of Ascendancy at 21:42 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Thuggin the Skeleton Marauder level 21
72nd Dusk 122nd year of Ascendancy at 09:13 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Thuggin the Skeleton Marauder level 15
10th Dusk 122nd year of Ascendancy at 02:41 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Thuggin the Skeleton Marauder level 19
56th Dusk 122nd year of Ascendancy at 20:24 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Thuggin the Skeleton Marauder level 39
41st Regrowth 123rd year of Ascendancy at 02:32 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By Thuggin the Skeleton Marauder level 44
63rd Regrowth 123rd year of Ascendancy at 01:24 see stats


































































































































































































































