










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! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog 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 | Normal Adventure |
| Sex | Male |
| Race | Krog |
| Class | Wyrmic |
| Level / Exp | 44 / 54% |
| Size | gargantuan |
| Lifes / Deaths | Killed by luminous horror at level 23 on the 40th Regrowth 123rd year of Ascendancy at 16:51 0 / 8Killed by Mayomira the void horror at level 24 on the 47th Regrowth 123rd year of Ascendancy at 11:39 Killed by saw horror at level 27 on the 58th Regrowth 123rd year of Ascendancy at 00:02 Killed by dread at level 27 on the 58th Regrowth 123rd year of Ascendancy at 01:58 Killed by Rak'shor, Grand Necromancer of the Pride at level 44 on the 18th Haze 123rd year of Ascendancy at 05:41 Killed by orc necromancer at level 44 on the 18th Haze 123rd year of Ascendancy at 06:51 Killed by Rak'shor, Grand Necromancer of the Pride at level 44 on the 18th Haze 123rd year of Ascendancy at 08:08 Killed by eternal bone giant at level 44 on the 18th Haze 123rd year of Ascendancy at 09:18 |
| Antimagic | Follower |
Primary Stats
| Strength | 124 (base 60) |
| Dexterity | 8 (base 9) |
| Constitution | 66 (base 39) |
| Magic | 18 (base 14) |
| Willpower | 95 (base 61) |
| Cunning | 38 (base 32) |
Resources
| Life | -44/1728 |
| Psi | 185/185 |
| Stamina | 442/442 |
| Equilibrium | 63 |
| Healing Factor | 1.3588369623248 |
| Regeneration | 17.404603111034 |
Speed
| Mental | +12.02863780958% |
| Attack | +12.02863780958% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 29.641450861482 |
| See Invisible | 29.641450861482 |
Offense: Mainhand
| Damage | 216 |
| Accuracy | 47 |
| Crit Chance | 41% |
| APR | 35 |
| Speed | 0.89 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 73 |
| Crit Chance | 21% |
| Speed | 0.8926289023524 |
Offense: Damage Bonus
| Acid | +16% |
| Blight | +16% |
| Physical | +20% |
| Cold | +16% |
| All | 0% |
| Darkness | +16% |
| Lightning | +22% |
| Mind | +8% |
| Fire | +16% |
| Nature | +32% |
Offense: Damage Penetration
| Acid | +24% |
| Blight | +24% |
| Physical | +34% |
| Cold | +24% |
| Darkness | +24% |
| Temporal | +25% |
| Lightning | +49% |
| Fire | +24% |
| Nature | +29% |
Defense: Base
| Armour (hardiness) | 118.72307323195 (100%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 0 |
| Physical Save | 64 |
| Spell Save | 38 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 30%( 70%) |
| Blight | + 25%( 70%) |
| Physical | + 28%( 70%) |
| Cold | + 42%( 70%) |
| All | + 23%( 70%) |
| Darkness | + 25%( 70%) |
| Light | + 23%( 70%) |
| Temporal | + 23%( 70%) |
| Lightning | + 70%( 70%) |
| Fire | + 28%( 70%) |
| Nature | + 27%( 70%) |
Defense: Immunities
| Knockback Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 816% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 664 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 737 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 40% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 |
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 check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. | failed |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Wlnd. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by devourer. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
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 talent Dream Walk (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 632. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed honey tree root. * You've found the needed snow giant kidney. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed pouch of luminous horror dust. * You've found the needed ritch stinger. 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 giant spider spinneret. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed faerlhing fang. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+2 eff.) Fatigue +8% Spell.save +10 (+4 eff.) Mind.save +10 (+5 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 28 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Light source | bright alchemist's lamp of the zealot1.0 T3 lite [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +8 (+3 eff.) ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | defender's voratun helm of might (6 def, 11 armour)3.0 T5 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +4 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +11 Defense +6 (+5 eff.) Fatigue +5% Resists +5% all Phys.save +7 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | sand dwarven-steel gauntlets of strength (+3) (0 def, 8 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+1 eff.) Melee+ 6 physical Dmg.mod +4% physical ----- def ----- Armour +8 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Polevena the steel torque of mindblast [power 170] (13 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Res.pen +10% physical +25% temporal Acc +25 (+9 eff.) ----- def ----- Die.at -40.00 life Def/telep +10 Res/telep +10% Dur/telep +10% Blast the opponent's mind dealing 184 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Midravor the Sparkwake0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Cun +2 Wil dps ---------- Dmg.mod +6% lightning +12% nature Res.pen +25% lightning ----- def ----- Defense +8 (+6 eff.) Crit.chn- 10.00% Rings make your fingers look great! |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 461.93 You won the Ring of Blood trial, and this is your reward. |
| Around neck | Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.6 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 384 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | Anmalice (47-66 power, 20 apr)3.0 T4 longsword 1H weapon [Unique] Psionic/Unknown Power 47.0 - 65.8 Physical Uses 50% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+2 eff.) Dmg.mod +8% mind The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
| Around waist | monstrous drakeskin leather belt of recklessness1.0 T5 belt armor [Ego++] Nature/Master While equipped: Stats +4 Str +6 Con dps ---------- Phys.crit +3.0% Crit.mult +11.00% Phys.pwr +13 (+2 eff.) ----- def ----- Phys.save +10 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | flaming voratun shield of crushing (0 def, 10 armour, 72-87 power, 202.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 72.5 - 87.0 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +202 On Hit.r1 +14 fire On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +12 (+2 eff.) Melee+ 7 fire Melee Ret 13 fire ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Bileworth' (1 def, 10 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.crit +3.0% Res.pen +5% nature Acc +5 (+2 eff.) ----- def ----- Armour +10 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Tarrasca (0 def, 50 armour)17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+11 eff.) Knockbk- +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 22 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Inventory
regeneration infusion of the warrior (heal 761; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 761 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the psychic (res 36%; magical; dur 4; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 36% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Tome of Uttercold0.1 tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Ragiyagas0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str dps ---------- Res.pen +15% mind ----- def ----- Resists +9% mind Crit.chn- 5.00% Phys.save +3 (+0 eff.) Mind.save +6 (+3 eff.) Blind- +20% Knockbk- +20% Amulets make your neck look great! |
insulating steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% fire +12% cold Amulets make your neck look great! |
gold amulet of perfection (0.24 Wild-gift / Harmony,0.24 Wild-gift / Cold drake aspect)0.1 T3 amulet jewelry [Ego+] Master While equipped: ---------- misc Masteries +0.24 Wild-gift/Harmony +0.24 Wild-gift/Cold drake aspect Amulets make your neck look great! |
wanderer's gold amulet of dexterity (+7)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +7 Dex +5 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
warmaker's gold amulet of dexterity (+5)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Str +10 Dex +6 Wil Amulets make your neck look great! |
Corruptionworm the stralite amulet0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature +18% blight Res.pen +10% nature ----- def ----- Resists +15% blight +6% cold Blind- +15% ---------- misc Infravis +9 Sight +2 See.Invis +11 Amulets make your neck look great! |
protective stralite amulet of willpower (+5)0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Wil ----- def ----- Armour +5 Defense +7 (+6 eff.) Res.Cap +4% all Phys.save +19 (+4 eff.) Amulets make your neck look great! |
Glamima the Umbramark0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +18 Lck +3 Con dps ---------- Dmg.mod +3% darkness Res.pen +10% darkness +10% light Acc +14 (+5 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 32% ----- def ----- Defense +15 (+10 eff.) Resists +9% darkness Phys.save +15 (+3 eff.) Unseen.red 17% Max.HP +61.00 HP.reg +5.00 ---------- misc Light +1 Masteries +0.40 Wild-gift/Fungus Amulets make your neck look great! |
savior's voratun amulet of perfection (0.40 Cunning / Survival,0.40 Spell / Undead drake)0.1 T5 amulet jewelry [Ego++] Master While equipped: ----- def ----- Phys.save +20 (+5 eff.) Spell.save +21 (+8 eff.) Mind.save +17 (+8 eff.) ---------- misc Masteries +0.40 Cunning/Survival +0.40 Spell/Undead drake Amulets make your neck look great! |
serendipitous voratun amulet of vision0.1 T5 amulet jewelry [Ego++] Nature While equipped: Stats +12 Lck dps ---------- Acc +17 (+6 eff.) ----- def ----- Defense +16 (+10 eff.) Unseen.red 16% Blind- +19% ---------- misc Infravis +5 Sight +2 See.Invis +10 Amulets make your neck look great! |
starlit voratun amulet of willpower (+6)0.1 T5 amulet jewelry [Ego] Nature While equipped: Stats +6 Wil ----- def ----- Resists +13% light +19% darkness Blind- +40% Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
copper ring 'Dagonarikath'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Cun dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning +6% nature Spell.save +12 (+5 eff.) ---------- misc Hate/m.crit +5.00 Rings make your fingers look great! |
marksman's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- Max.HP +21.00 Disarm- +23% Pinning- +21% Knockbk- +20% Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 22.58 cold and 23.36 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
gladiator's steel ring of perseverance0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- HP.reg +3.00 Stun/Frz- +20% Rings make your fingers look great! |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
sneakthief's gold ring of corrosion (+26%)0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Cun +5 Dex dps ---------- Dmg.mod +13% acid Acc +8 (+3 eff.) ----- def ----- Resists +26% acid Rings make your fingers look great! |
mule's stralite ring of life0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Fatigue -4% Max.HP +58.00 HP.reg +14.00 Heal.mod +15% ---------- misc Max.enc +31 Rings make your fingers look great! |
savage's stralite ring of misery0.1 T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun +3 Con dps ---------- Melee+ 21 physical Ranged+ 20 physical On Hit (Melee): * 14% chance to reduce all saves and defense by 40 On Hit (Ranged): * 14% chance to reduce all saves and defense by 40 ----- def ----- Spell.save +16 (+6 eff.) ---------- misc Hate/m.crit +2.00 Max.stam +10.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 17 cooldown Level 4.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Shinespawn0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +3% physical +18% fire Res.pen +25% light ----- def ----- Resists +36% fire +9% nature +5% physical Phys.save +15 (+3 eff.) ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
savage's voratun ring of pilfering0.1 T5 ring jewelry [Ego++] Master While equipped: Stats +4 Con dps ---------- Acc +11 (+4 eff.) Apr +12 ----- def ----- Defense +14 (+9 eff.) Spell.save +14 (+5 eff.) ---------- misc Max.stam +10.00 Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
sneakthief's voratun ring of misery0.1 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +12 Cun +7 Dex dps ---------- Melee+ 6 physical Ranged+ 17 physical Acc +7 (+3 eff.) On Hit (Melee): * 14% chance to reduce all saves and defense by 40 On Hit (Ranged): * 12% chance to reduce all saves and defense by 40 ---------- misc Hate/m.crit +2.00 Max.hate +10.00 Bleeding Edge: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Telos's Staff (Bottom Half)5.0 staff 1H weapon Reqs Mag 35 [Unique] Arcane A part of set. Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+4 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
Everpyre Blade (38-53 power, 10 apr)3.0 T4 longsword 1H weapon [Unique] Nature/Master Power 38.0 - 53.2 Fire Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +18.0% Atk.spd 100% On Hit: 15% Fire Breath 4 While equipped: Stats +7 Str +7 Wil dps ---------- Dmg.mod +20% fire Res.pen +15% fire ----- def ----- Resists +10% nature +15% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
inquisitor's voratun longsword of evisceration (43-60 power, 6 apr)3.0 T5 longsword 1H weapon [Ego++] Disrupt/Master Power 43.0 - 60.2 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Deals 118 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) * Wound the target dealing 298 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +11 (+2 eff.) Sharp, long, and deadly. |
warbringer's voratun longsword of ruin (44-62 power, 6 apr)3.0 T5 longsword 1H weapon [Ego++] Master Power 44.5 - 62.3 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Phys.crit +8.0% Crit.mult +19.00% Phys.pwr +6 (+1 eff.) Res.pen +11% physical Apr +9 ----- def ----- Disarm- +21% Sharp, long, and deadly. |
inquisitor's stralite waraxe of massacre (41-57 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Disrupt/Master Power 41.0 - 57.4 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit: * Deals 118 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) One-handed war axes. |
stralite waraxe 'Emilralle' (46-65 power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Master Power 46.5 - 65.1 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +2 Cun +4 Mag dps ---------- Mind.crit +2% On Hit (Melee): * 20 arcane resource burn ----- def ----- Crit.chn- 15.00% ---------- misc Max.hate +8.00 Light +3 See.Invis +6 One-handed war axes. |
enhanced voratun waraxe of massacre (50-70 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Nature/Master Power 50.0 - 70.0 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +8 Str +7 Dex +8 Mag +9 Wil +9 Cun +6 Con One-handed war axes. |
voratun waraxe 'Isyta' (40-57 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Nature/Disrupt/Master Power 40.5 - 56.7 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +15 nature On Hit: * 25 arcane resource burn While equipped: Stats +7 Con dps ---------- Phys.crit +15.0% Crit.mult +35.00% Phys.pwr +40 (+8 eff.) Res.pen +15% physical Apr +12 ----- def ----- Resists +9% acid HP.reg +4.73 Disarm- +35% Stun/Frz- +24% One-handed war axes. |
Oozing Heart (17-19 power, 25 apr, nature slow damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Disrupt Power 17.0 - 18.7 Nature slow Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +25 Crit +7.0% Atk.spd 100% While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.crit +8% Mind.pwr +12 (+3 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+6 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Level 2.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 52.75 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
Silarenn the pulsing mindstar (13-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Rare] Nature Power 13.0 - 14.3 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Dex +7 Cun +2 Con dps ---------- Mind.crit +4% Mind.pwr +18 (+5 eff.) Acc +30 (+10 eff.) ----- def ----- Phys.save +12 (+3 eff.) Die.at -60.00 life ---------- misc Psi/ret +0.20 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wrathful pulsing mindstar of storms (14-15 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 13.5 - 14.9 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str +5 Dex +3 Mag +3 Wil +3 Cun +4 Con dps ---------- Mind.crit +8% Mind.pwr +8 (+2 eff.) Melee+ 9 lightning Dmg.mod +9% lightning Res.pen +11% lightning ----- def ----- Resists +12% lightning ---------- misc Hate/m.crit +4.00 Psi/m.crit +1.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
absorbing living mindstar of storms (17-19 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 17.0 - 18.7 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +1 Dex +6 Mag +5 Wil +4 Cun +6 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 11 lightning Dmg.mod +10% lightning Res.pen +12% lightning ----- def ----- Resists +20% lightning +16% fire +14% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Psionic/Absorption Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Titanic (20 def, 18 armour, 48-58 power, 320 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+12 eff.) Rng.Def +10 (+7 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Xerama the Frostrigor (0 def, 21 armour, 33-40 power, 118 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 33.0 - 39.6 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +118 On Crit.r2 +20 cold While equipped: Stats +3 Str +2 Dex dps ---------- Acc +16 (+6 eff.) ----- def ----- Armour +21 Fatigue +8% Poison- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
scouring stralite shield of mind resistance (+8%) (0 def, 8 armour, 54-64 power, 140 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Disrupt/Psionic When used to Attack: Power 53.5 - 64.2 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +140 While equipped: Stats +5 Con dps ---------- Melee+ 11 acid 8 nature On Hit (Melee): * 13 arcane resource burn On Melee Ret: * 8 arcane resource burn ----- def ----- Armour +8 Fatigue +8% Resists +8% acid +12% nature +12% mind ---------- misc Talents +1 Block Handheld deflection devices. |
Lunar Shield (0 def, 20 armour, 45-63 power, 250 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 45.0 - 63.0 Darkness Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +10.0% Block +250 While equipped: dps ---------- Spell.pwr +20 (+6 eff.) Dmg.mod +40% darkness ----- def ----- Armour +20 Fatigue +2% Resists +25% darkness ---------- misc Talents +1 Block Masteries +0.30 Celestial/Star fury +0.30 Celestial/Twilight On Spell Hit: 10% Moonlight Ray 2 A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+7 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.dmg- 20% Phys.save +15 (+3 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
impenetrable dwarven-steel plate armour of the deep (0 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +20 Fatigue +22% Resists +6% acid +7% cold ---------- misc Breathe water A suit of armour made of metal plates. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+4 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Charwish the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Melee Ret 2 fire ----- def ----- Defense +14 (+9 eff.) Resists +6% mind +9% fire Phys.save +3 (+0 eff.) Mind.save +3 (+2 eff.) Stealth +8 Poison- +20% A belt that goes around your waist. |
hardened leather belt 'Blackwing'1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +12% acid +12% darkness Against +19% Summoned ----- def ----- Resists +12% fire D.Red.from +20% Summoned A belt that goes around your waist. |
hardened leather belt of dampening1.0 T3 belt armor [Ego+] Nature While equipped: ----- def ----- Resists +8% acid +7% fire +7% lightning +8% cold A belt that goes around your waist. |
Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+12 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 7 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
drakeskin leather belt of recklessness1.0 T5 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +8.00% Phys.pwr +4 (+1 eff.) A belt that goes around your waist. |
enveloping cashmere cloak of Iron Throne (7 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +7 (+6 eff.) Phys.save +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glareward (12 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +6 Str +4 Con dps ---------- Dmg.mod +6% light +6% lightning Res.pen +15% light ----- def ----- Defense +12 (+8 eff.) Resists +12% light Phys.save +33 (+8 eff.) Mind.save +11 (+6 eff.) Die.at -50.00 life Max.HP +95.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gorolabers the Blindbright (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Wil +3 Cun +3 Con dps ---------- Res.pen +10% light ----- def ----- Armour +3 Resists +6% light Phys.save +15 (+3 eff.) Mind.save +16 (+7 eff.) ---------- misc Max.hate +2.00 Max.psi +50.00 A pair of boots made of leather. |
reinforced pair of hardened leather boots of strife (0 def, 9 armour)2.0 T3 feet armor [Ego++] Master/Psionic While equipped: Stats +4 Con +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +7% physical ----- def ----- Armour +9 Resists +8% acid +11% fire +8% lightning +9% cold Blindside: Puts all charms on 22 cooldown Level 1.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 22 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
reinforced pair of dwarven-steel boots of invasion (0 def, 9 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Res.pen +8% physical ----- def ----- Armour +9 Fatigue +3% Resists +7% acid +8% fire +7% lightning +8% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ce'Nakira the Blindoath (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Dex dps ---------- Melee+ 7 fire Dmg.mod +4% fire Res.pen +5% lightning Acc +10 (+4 eff.) ----- def ----- Armour +2 Resists +3% light +5% fire HP.reg +3.00 ---------- misc Stam/turn +0.50 Max.stam +16.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 224.91 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Ruthless Grip (0 def, 5 armour)1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Instill Fear: Level 3.0 Pwr.cost 17 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 28.08 mind and 30.05 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 28% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 28. Terrified: Deals 7.02 mind and 7.51 darkness damage per turn and increases cooldowns by 43%. Haunted: Causes the target to suffer 10.94 mind and 11.71 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
scouring voratun gauntlets of war-making (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: dps ---------- Phys.crit +12.0% Spell.crit +11% Mind.crit +12% Crit.mult +12.00% On Melee Ret: * 21 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Spell.save +20 (+7 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 13 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 67.29 to 201.86 lightning damage (134.57 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Islirana the Deepswaker (0 def, 7 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Con dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +25% physical ----- def ----- Armour +7 Fatigue +3% Resists +3% darkness +2% physical ---------- misc Stam/turn +3.00 A cap made of leather. |
catburglar's hardened leather cap of precognition (7 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+2 eff.) On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +7 (+6 eff.) Fatigue +3% Resists +19% darkness ---------- misc Infravis +4 A cap made of leather. |
cleansing hardened leather cap of knowledge (0 def, 3 armour)2.0 T3 head armor [Ego+] Disrupt/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +5% nature +7% blight A cap made of leather. |
Hailblur (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Dex dps ---------- Dmg.mod +9% temporal Res.pen +15% cold ----- def ----- Armour +5 Fatigue +5% Resists +15% temporal +10% nature +24% darkness Spell.save +8 (+3 eff.) Max.HP +78.00 Heal.mod +15% ---------- misc Infravis +7 Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 635.4 Physical damage. If the attack hits, the target is confused (24% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
defender's drakeskin leather cap of ire (5 def, 11 armour)2.0 T5 head armor [Ego++] Master While equipped: Stats +4 Str +3 Con ----- def ----- Armour +11 Defense +5 (+5 eff.) Fatigue +5% Resists +4% all Phys.save +17 (+4 eff.) Mind.save +9 (+5 eff.) Battle Cry: Puts all charms on 24 cooldown Level 2.0 Pwr.cost 24 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
drakeskin leather cap 'Shiverprophet' (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +7 Str +6 Dex +4 Wil +8 Cun +3 Con dps ---------- Dmg.mod +12% cold Res.pen +20% cold Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 40 ----- def ----- Armour +5 Fatigue +5% Resists +22% blight +6% cold +13% nature Mind.save +12 (+6 eff.) A cap made of leather. |
thaloren drakeskin leather cap of trickery (0 def, 5 armour)2.0 T5 head armor [Ego++] Master While equipped: Stats +2 Dex +2 Wil +5 Cun dps ---------- Apr +6 ----- def ----- Armour +5 Fatigue +5% Resists +13% blight Mind.save +9 (+5 eff.) A cap made of leather. |
Adalaith (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str dps ---------- Mind.pwr +15 (+4 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +6% darkness Crit.chn- 10.00% Die.at -60.00 life Heal.mod +15% Poison- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yaldan Baoth (0 def, 10 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 34 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
Falyroddagen the voratun helm (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +12 Str +4 Dex +4 Cun +8 Con dps ---------- Apr +7 ----- def ----- Armour +5 Fatigue +5% Crit.chn- 15.00% ---------- misc See.Invis +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+5 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+5 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+6 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+6 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+7 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+7 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
75 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(146 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
nightwalker's alchemist's lamp of health1.0 T3 lite [Ego+] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +12.00% Phys.pwr +7 (+1 eff.) ----- def ----- Max.HP +48.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Snowwake the iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Crit.mult +5.00% Dmg.mod +6% cold ----- def ----- Resists +3% darkness Mind.save +12 (+6 eff.) ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 17 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 68% of the healing done. This effect scales with your Magic stat.. Uses 64 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
cleansing iron torque of mindblast [power 105] (13 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 113 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 122] (13 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 22 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
yew totem of thorny skin [power 35] (17 cooldown)2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 35 and armour hardiness by 50% Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
cleansing dragonbone totem of healing [power 446] (13 cooldown)2.0 T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 446 Puts all charms on 13 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
overpowered dragonbone totem of healing [power 776] (18 cooldown)2.0 T5 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 776 Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Wlnd the Krog Wyrmic level 29
62nd Regrowth 123rd year of Ascendancy at 12:18 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Wlnd the Krog Wyrmic level 31
76th Regrowth 123rd year of Ascendancy at 04:40 see stats
Against all odds
Killed Ukruk in the ambush.By Wlnd the Krog Wyrmic level 29
60th Regrowth 123rd year of Ascendancy at 13:19 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Wlnd the Krog Wyrmic level 21
4th Allure 123rd year of Ascendancy at 21:21 see stats
Arachnophobia
Destroyed the spydric menace.By Wlnd the Krog Wyrmic level 34
30th Pyre 123rd year of Ascendancy at 17:19 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Wlnd the Krog Wyrmic level 40
10th Flare 123rd year of Ascendancy at 16:34 see stats
Brave new world
Went to the Far East and took part in the war.By Wlnd the Krog Wyrmic level 33
19th Pyre 123rd year of Ascendancy at 15:08 see stats
Bringer of Doom
Killed a Bringer of Doom.By Wlnd the Krog Wyrmic level 31
75th Regrowth 123rd year of Ascendancy at 20:06 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Wlnd the Krog Wyrmic level 17
50th Haze 122nd year of Ascendancy at 15:50 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Wlnd the Krog Wyrmic level 32
15th Pyre 123rd year of Ascendancy at 04:37 see stats
Earth Master
Killed Harkor'Zun.By Wlnd the Krog Wyrmic level 18
56th Haze 122nd year of Ascendancy at 08:21 see stats
Exterminator
Killed 1000 creatures.By Wlnd the Krog Wyrmic level 16
42nd Haze 122nd year of Ascendancy at 07:40 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Wlnd the Krog Wyrmic level 22
20th Regrowth 123rd year of Ascendancy at 22:54 see stats
Fear me not!
Survived the Fearscape!By Wlnd the Krog Wyrmic level 24
46th Regrowth 123rd year of Ascendancy at 15:26 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Wlnd the Krog Wyrmic level 24
41st Regrowth 123rd year of Ascendancy at 21:34 see stats
Huge Appetite
Ate 20 bosses.By Wlnd the Krog Wyrmic level 31
75th Regrowth 123rd year of Ascendancy at 23:56 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Wlnd the Krog Wyrmic level 31
1st Pyre 123rd year of Ascendancy at 00:35 see stats
Level 10
Got a character to level 10.By Wlnd the Krog Wyrmic level 10
8th Haze 122nd year of Ascendancy at 05:08 see stats
Level 20
Got a character to level 20.By Wlnd the Krog Wyrmic level 20
67th Haze 122nd year of Ascendancy at 18:43 see stats
Level 30
Got a character to level 30.By Wlnd the Krog Wyrmic level 30
73rd Regrowth 123rd year of Ascendancy at 06:44 see stats
Level 40
Got a character to level 40.By Wlnd the Krog Wyrmic level 40
10th Flare 123rd year of Ascendancy at 14:41 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Wlnd the Krog Wyrmic level 21
5th Decay 122nd year of Ascendancy at 01:42 see stats
Size matters
Did over 600 damage in one attack.By Wlnd the Krog Wyrmic level 26
55th Regrowth 123rd year of Ascendancy at 17:42 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Wlnd the Krog Wyrmic level 33
15th Pyre 123rd year of Ascendancy at 07:23 see stats
The Arena
Unlocked Arena mode.By Wlnd the Krog Wyrmic level 11
14th Haze 122nd year of Ascendancy at 17:18 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Wlnd the Krog Wyrmic level 31
76th Regrowth 123rd year of Ascendancy at 04:40 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Wlnd the Krog Wyrmic level 35
56th Pyre 123rd year of Ascendancy at 02:12 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Wlnd the Krog Wyrmic level 21
10th Decay 122nd year of Ascendancy at 02:47 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Wlnd the Krog Wyrmic level 26
56th Regrowth 123rd year of Ascendancy at 09:13 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Wlnd the Krog Wyrmic level 16
41st Haze 122nd year of Ascendancy at 15:05 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Wlnd the Krog Wyrmic level 27
59th Regrowth 123rd year of Ascendancy at 03:47 see stats
Log
Wlnd performs a melee critical strike against Glacial Legion!
Glacial Legion is knocked back!
Glacial Legion is writhing in agony!
Glacial Legion is knocked back!
Wlnd gains 1% of a turn from Ancestral Life.
Wlnd hits Glacial Legion for 36 fire, 43 fire, (825 to bones), 0 physical, 61 lightning, 6 physical, 14 fire, (203 to bones), 0 physical, 87 lightning, 9 physical, 20 fire, 40 fire (317 total damage).
Wlnd hits Eternal bone giant for 11 fire, (171 to bones), 0 physical, 61 lightning, 3 physical, 4 fire, 146 physical, 93 lightning, 5 physical, 7 fire, 13 fire (344 total damage).
Wlnd hits Runed bone giant for (242 absorbed), 0 physical, (88 absorbed), 0 lightning, (6 absorbed), 0 physical, (7 absorbed), 0 fire, (14 absorbed), 0 fire, (17 absorbed), 0 fire (0 total damage).
Wlnd hits Ghoulking for 13 fire, (272 to bones), 0 physical, (67 to bones), 0 lightning, 5 physical, 5 fire, 266 physical, 108 lightning, 7 physical, 8 fire, 16 fire (427 total damage).
Wlnd hits Armoured skeleton warrior for 11 fire damage.
Wlnd hits Bone giant for (18 absorbed), 0 fire (0 total damage).
Wlnd hits Ghoul for 8 fire, 10 fire (19 total damage).
Melee retaliation hits Wlnd for 3 blight, 40 cold, 1 blight, 12 cold, 3 blight, 40 cold, 1 blight, 12 cold (110 total damage).
Something hits Wlnd for 49 fire damage.
Bloodcaller hits Wlnd for 1 healing, 8 healing, 3 healing, 2 healing, 4 healing, 3 healing, 1 healing, 2 healing, 3 healing, 1 healing (0 total damage) [28 healing].
Runed bone giant casts Manathrust.
Runed bone giant hits Wlnd for 131 arcane damage.
Anmalice focuses its mind-piercing eye on Runed bone giant!
Wlnd is afflicted by a decrepitude disease!
You collect a new ingredient: pouch of bone giant dust (1).
Eternal bone giant hits Wlnd for 8 blight damage.
Melee retaliation hits Eternal bone giant for 13 cold damage.
Wlnd gains 0% of a turn from Ancestral Life.
Wlnd is no longer cursed.
Melee retaliation killed Eternal bone giant!
Rotting Disease from Glacial Legion hits Wlnd for 21 blight damage.
Decrepitude Disease from Eternal bone giant hits Wlnd for 20 blight damage.
Weakness Disease from Rak'shor, Grand Necromancer of the Pride hits Wlnd for 38 blight damage.
Curse of Death from Rak'shor, Grand Necromancer of the Pride hits Wlnd for 15 darkness damage.
Wlnd the level 44 krog wyrmic was debilitated by noxious blight before falling to death by an eternal bone giant on level 3 of Rak'shor Pride.






































































































































































