











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Better Sounds Mod 1.7.4Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 44 / 87% |
| Size | big |
| Lifes / Deaths | Killed by elven cultist at level 9 on the 31st Profit 122nd year of Ascendancy at 01:27 0 / 8Killed by mean looking elven guard at level 9 on the 31st Profit 122nd year of Ascendancy at 02:59 Killed by Riciasi the halfling at level 27 on the 44th Stralite 123rd year of Ascendancy at 08:49 Killed by Grand Corruptor at level 30 on the 6th Dearth 124th year of Ascendancy at 15:31 Killed by Celia at level 30 on the 10th Dearth 124th year of Ascendancy at 17:33 Killed by Nimisil at level 43 on the 38th Steel 125th year of Ascendancy at 09:58 Killed by Pale Drake at level 44 on the 9th Gold 125th year of Ascendancy at 10:33 Killed by The Shade of Telos at level 44 on the 25th Gold 125th year of Ascendancy at 12:25 |
Primary Stats
| Strength | 128 (base 55) |
| Dexterity | 57 (base 39) |
| Constitution | 56 (base 37) |
| Magic | 13 (base 10) |
| Willpower | 99 (base 53) |
| Cunning | 36 (base 10) |
Resources
| Life | -113/1799 |
| Stamina | 452/452 |
| Equilibrium | 49 |
| Healing Factor | 1.4600460901466 |
| Regeneration | 18.478149731322 |
Speed
| Mental | +5.96386969525% |
| Attack | +5.96386969525% |
| Movement | +32.44168646096% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Stealth | 7 |
| See Invisible | 9 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, humanoid |
Offense: Mainhand
| Damage | 123 |
| Accuracy | 53 |
| Crit Chance | 23% |
| APR | 60 |
| Speed | 0.94 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 52 |
| Crit Chance | 24% |
| Speed | 0.94371789448232 |
Offense: Damage Bonus
| Acid | +20% |
| Blight | +20% |
| Arcane | +21% |
| Cold | +29% |
| All | 0% |
| Darkness | +20% |
| Physical | +20% |
| Lightning | +20% |
| Mind | +20% |
| Fire | +31% |
| Nature | +28% |
Offense: Damage Penetration
| Cold | +30% |
| Lightning | +45% |
| Acid | +30% |
| Darkness | +30% |
| Blight | +30% |
| Physical | +30% |
| Fire | +30% |
| Nature | +30% |
Defense: Base
| Armour (hardiness) | 45 (30%) |
| Defense | 62 |
| Ranged Defense | 66 |
| Fatigue | 0 |
| Physical Save | 59 |
| Spell Save | 52 |
| Mental Save | 56 |
Defense: Resistances
| Acid | + 33%( 70%) |
| Blight | + 37%( 70%) |
| Arcane | + 30%( 70%) |
| Cold | + 70%( 70%) |
| All | + 18%( 70%) |
| Lightning | + 34%( 70%) |
| Light | + 30%( 70%) |
| Physical | + 31%( 70%) |
| Mind | + 35%( 70%) |
| Darkness | + 39%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 50%( 70%) |
Defense: Immunities
| Stun Resistance | 55% |
| Confusion Resistance | 35% |
| Pinning Resistance | 20% |
| Knockback Resistance | 32% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 459 damage for 3 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 96 with a minimum range of 15. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 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. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Harmony | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 4/5 |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You failed to protect the temporal explorer from death by Velobeth the orc necromancer. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the worried loremaster from death by Zuberiba the large brown snake. Escort: worried loremaster (level 3 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
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 were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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: 593. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 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 within5 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. * Vor Pride, in the north east. * 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 Maj'Eyal 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! | 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 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+4 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 32 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 | Eilinisema2.0 T1 lite [Rare] Psionic While equipped: Stats +8 Wil dps ---------- Crit.mult +5.00% ----- def ----- Resists +2% physical Phys.save +12 (+3 eff.) Mind.save +12 (+4 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +9 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | werebeast's drakeskin leather cap of trickery (0 def, 5 armour)2.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +8 Str +10 Dex +11 Cun +8 Con dps ---------- Apr +7 ----- def ----- Armour +5 Fatigue +5% A cap made of leather. |
| On hands | Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.6 Pwr.cost 24 out of 10/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 797.97 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Tool | Polelranne the Blazepower [power 428] (15 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +15% lightning Melee Ret 10 lightning ----- def ----- Defense +15 (+4 eff.) Resists +5% arcane +4% physical Spell.save +18 (+6 eff.) Sting an enemy dealing 548 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Fatigue - 52% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | stralite sapphire ring0.1 T4 ring jewelry [Random Unique] Master While equipped: Stats +6 Cun dps ---------- Dmg.mod +21% arcane +9% cold Acc +30 (+9 eff.) Apr +27 ----- def ----- Defense +44 (+11 eff.) Resists +5% arcane +15% cold Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 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! |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 199.25 You won the Ring of Blood trial, and this is your reward. |
| Around neck | Dawnpiercer0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Wil ----- def ----- Armour +6 Defense +10 (+3 eff.) Resists +6% acid +5% arcane +15% light +12% darkness Crit.dmg- 15.00% Pinning- +20% Amulets make your neck look great! |
| In main hand | enhanced dwarven-steel waraxe of projection (20-29 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego++] Nature/Psionic Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +8 Str +5 Dex +5 Mag +5 Wil +9 Cun +5 Con One-handed war axes. |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Fire Dragon Shield (16 def, 9 armour, 58-70 power, 220 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master When used to Attack: Power 58.0 - 69.6 Fire Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +220 While equipped: dps ---------- Melee Ret 17 fire On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. ----- def ----- Armour +9 Defense +16 (+4 eff.) Rng.Def +15 (+4 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
| Cloak | wyrmwaxed cashmere cloak of implacability (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +7% acid +7% fire +7% lightning +7% cold Phys.save +9 (+2 eff.) Mind.save +8 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Yeek-fur Robe (10 def, 5 armour)2.0 T3 cloth armor [Unique] Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +20% mind ----- def ----- Armour +5 Defense +10 (+3 eff.) Resists +20% cold +20% mind +11% all Mind.save +10 (+4 eff.) Confus- +35% ---------- misc Telepathy Humanoid A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
Inventory
regeneration infusion of the psychic (heal 422; 16 cd)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 422 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 495; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 495 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. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 165 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 (546.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 546.00 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 psychic (absorb 149; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 149 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 176; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 176 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 347; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 347 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 582; dur 5; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 582 damage for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 43; blocks 6; dur 4; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 43 up to 6 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Taint of Purging (5 turns)0.1 T3 taint scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 176 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+3 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+10 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (113). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). 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. |
Zemekkys' Broken Hourglass0.1 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Time Stop: (Instant) Level 1.0 Pwr.cost 50 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
archmage's steel amulet0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +3% Spell.pwr +4 (+4 eff.) Dmg.mod +4% acid +5% fire +4% cold +4% lightning Amulets make your neck look great! |
clarifying steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +17% mind Confus- +20% Amulets make your neck look great! |
copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +10% Cut- +40% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 220 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
gold amulet 'Frozenwreath'0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +30% mind Res.pen +25% cold Melee Ret 10 blight On Hit (Melee): * 20% chance to reduce all saves and defense by 32 ----- def ----- Resists +16% temporal Pinning- +26% Knockbk- +37% Amulets make your neck look great! |
gold amulet 'Jetlace'0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +2 Str dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Melee+ 7 light 7 darkness Dmg.mod +7% light +7% darkness On Melee Ret: * 8% chance to reduce damage dealt by 26% * 6% chance to blind ----- def ----- Resists +12% darkness Amulets make your neck look great! |
gold amulet of perfection (0.20 Wild-gift / Fungus,0.20 Technique / Two-handed assault)0.1 T3 amulet jewelry [Ego+] Master While equipped: ---------- misc Masteries +0.20 Wild-gift/Fungus +0.20 Technique/Two-handed assault Amulets make your neck look great! |
savior's stralite amulet0.1 T4 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +14 (+3 eff.) Spell.save +18 (+6 eff.) Mind.save +10 (+4 eff.) Amulets make your neck look great! |
serendipitous steel amulet0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +6 Lck dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Unseen.red 12% Amulets make your neck look great! |
steel amulet 'Stokeveil'0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +6 Wil dps ---------- Spell.crit +2% Crit.mult +10.00% Melee+ 6 light 6 darkness Dmg.mod +6% blight +15% fire +7% light +7% darkness Res.pen +10% arcane On Melee Ret: * 6% chance to reduce damage dealt by 26% * 9% chance to blind ---------- misc Max.vim +40.00 Amulets make your neck 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. |
Khelintir0.1 T4 ring jewelry [Rare] Nature While equipped: ----- def ----- Resists +12% lightning +12% temporal +6% darkness +12% nature +10% blight +15% fire +15% mind +9% acid Poison- +22% Disease- +18% Rings make your fingers look great! |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Skypeal the gold ring0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +14 Cun +7 Dex dps ---------- Melee+ 23 physical Ranged+ 23 physical Dmg.mod +16% acid +18% lightning Acc +10 (+3 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 8 * 15% chance to reduce all saves and defense by 32 On Hit (Ranged): * 15% chance to reduce all saves and defense by 32 ----- def ----- Resists +32% acid +6% blight +6% lightning ---------- misc Hate/m.crit +3.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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! |
conjurer's stralite ring of warding0.1 T4 ring jewelry [Ego++] Arcane While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +8 (+7 eff.) ----- def ----- Resists +17% acid +24% fire +16% lightning +16% cold Rings make your fingers look great! |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +6 (+2 eff.) Rings make your fingers look great! |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 Disarm- +20% Pinning- +21% Knockbk- +21% Rings make your fingers look great! |
gladiator's stralite ring of power0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +7 Str +7 Con dps ---------- Phys.pwr +15 (+3 eff.) Spell.pwr +9 (+8 eff.) Mind.pwr +9 (+3 eff.) Rings make your fingers look great! |
gold jade ring0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Armour +4 Resists +4% all Max.HP +55.00 HP.reg +9.00 Heal.mod +14% Rings make your fingers look great! |
gold quartz ring0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Mov.spd +15% Acc +8 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Stun/Frz- +30% Blinding Speed: (Instant) Puts all charms on 40 cooldown Level 5.2 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 41% for 5 turns. Rings make your fingers look great! |
gold ring 'Lustreraven'0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% light +12% mind Res.pen +10% mind +15% cold ----- def ----- Resists +6% mind +12% cold Mind.save +7 (+3 eff.) Confus- +33% ---------- misc Light +2 Rings make your fingers look great! |
gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +10 (+3 eff.) Apr +10 ----- def ----- Defense +12 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 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! |
gold ruby ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Str +4 Dex +10 Mag +10 Wil +4 Cun +4 Con dps ---------- Spell.pwr +8 (+7 eff.) Rings make your fingers look great! |
pixie's stralite ring0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +5 Cun +6 Mag dps ---------- Spell.pwr +9 (+8 eff.) Rings make your fingers look great! |
psionicist's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +6 (+6 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +4 (+2 eff.) Rings make your fingers look great! |
psionicist's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+3 eff.) Max.HP +24.00 Disarm- +26% Pinning- +23% Knockbk- +24% Rings make your fingers look great! |
steel lapis lazuli ring0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str +1 Cun +9 Con dps ---------- Phys.pwr +7 (+1 eff.) Melee Ret 4 mind ----- def ----- Defense +6 (+2 eff.) Resists +3% acid +9% light +3% nature Phys.save +18 (+4 eff.) Spell.save +20 (+7 eff.) Mind.save +6 (+2 eff.) Blind- +25% ---------- misc Max.stam +17.00 Infravis +4 See.Stealth +12 See.Invis +10 Rings make your fingers look great! |
steel lapis lazuli ring0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +7 (+1 eff.) Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +16 (+4 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 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! |
steel ring 'Berogodor'0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Cun dps ---------- On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Crit.dmg- 15.00% Mind.save +9 (+3 eff.) Confus- +25% ---------- misc Stam/turn +2.00 Infravis +2 See.Invis +12 Rings make your fingers look great! |
steel ring of clarity0.1 T2 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) Confus- +24% Rings make your fingers look great! |
steel ring of fire (+20%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Rings make your fingers look great! |
steel ring of light (+20%)0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Rings make your fingers look great! |
titan's gold ring of clarity0.1 T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +7 Con ----- def ----- Phys.save +14 (+3 eff.) Mind.save +8 (+3 eff.) Confus- +28% Rings make your fingers look great! |
warrior's gold ring of corrosion (+24%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +5 Str dps ---------- Dmg.mod +12% acid ----- def ----- Armour +10 Resists +24% acid Rings make your fingers look great! |
wizard's gold ring of nature (+24%)0.1 T3 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +12% nature ----- def ----- Resists +24% nature Spell.save +6 (+2 eff.) Rings make your fingers look great! |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)3.0 T4 battleaxe 2H weapon [Unique] Master Power 68.0 - 102.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+2 eff.) Stun/Frz- +30% Knockbk- +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Eksatin's Ultimatum (63-94 power, 25 apr)3.0 T4 battleaxe 2H weapon [Unique] Master Power 63.0 - 94.5 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Crit +25.0% Atk.spd 100% On Crit: * decapitate a weakened target While equipped: dps ---------- Crit.mult +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Poltergeist's Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 65% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Poltergeist's Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +2 Str +2 Dex +7 Mag +2 Wil +2 Cun +2 Con ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Glimmerraven (52-77 power, 3 apr)5.0 T4 greatmaul 2H weapon [Random Unique] Nature/Master Power 51.5 - 77.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +4 light On Crit.r2 +30 acid +35 nature On Hit: * 10% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +13 Con +13 Wil dps ---------- Dmg.mod +6% light Res.pen +14% acid +17% physical +26% nature +10% temporal Acc +17 (+5 eff.) Apr +33 Melee Ret 4 temporal ----- def ----- Max.HP +54.00 Massive two-handed mauls. |
Obliterator (48-72 power, 10 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 48.0 - 72.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 128 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
Belyvea the steel greatsword (25-40 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane Power 25.0 - 40.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +10 fire On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +1 Str +6 Mag +4 Wil dps ---------- Spell.pwr +10 (+8 eff.) ---------- misc Light +1 Infravis +3 Massive two-handed swords. |
Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 129% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Corpathus (40-56 power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +10.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +8.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Curemire (28-39 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 28.0 - 39.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Mind.crit +1% Mind.pwr +15 (+5 eff.) Dmg.mod +7% physical Res.pen +5% nature Acc +5 (+1 eff.) ----- def ----- Mind.save +9 (+3 eff.) ---------- misc Psi/ret +0.16 Blunt and deadly. |
Forestbloom the steel mace (22-30 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Master Power 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +9% nature +3% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 32 ----- def ----- Resists +9% cold +3% nature +12% mind Blunt and deadly. |
Lavagore (12-18 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Arcane Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit.r1 +11 fire While equipped: Stats +6 Mag +3 Wil dps ---------- Spell.crit +5% Dmg.mod +18% blight Res.pen +10% fire ----- def ----- Resists +12% fire Blunt and deadly. |
Nature's Vengeance (40-56 power, 4 apr)3.0 T3 mace 1H weapon [Unique] Nature/Disrupt Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +9.0% Atk.spd 100% Melee+ +10 silence +18 nature While equipped: dps ---------- Acc +6 (+2 eff.) Rush: Level 3.9 Pwr.cost 15 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
Poltergeist's Crooked Club (25-35 power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+4 eff.) ----- def ----- Armour +2 Resists +2% all An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
flaming dwarven-steel mace of amnesia (28-39 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Arcane/Psionic Power 28.0 - 39.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit.r1 +7 fire On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Blunt and deadly. |
Bolbum's Big Knocker (64-77 power, 10 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 38 [Unique] Arcane Power 64.0 - 76.8 Physical Uses 140% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+9 eff.) Dmg.mod +20% physical Acc +7 (+2 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 2.0 Pwr.cost 9 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+7 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 77.20 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (154). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 20.0 - 24.0 Arcane Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+13 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 20.0 - 24.0 Arcane Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+13 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Hailstrider (60-83 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master Power 59.5 - 83.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +18 cold While equipped: Stats +3 Str dps ---------- Phys.pwr +15 (+3 eff.) Acc +15 (+5 eff.) ----- def ----- Resists +3% cold One-handed war axes. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Sleetparry (12-17 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 20% chance to slow global speed by 59% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Res.pen +25% cold ----- def ----- Resists +12% lightning +6% cold Spell.save +15 (+5 eff.) One-handed war axes. |
arcing stralite waraxe of amnesia (32-46 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Arcane/Psionic Power 32.5 - 45.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) One-handed war axes. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Neira's Memory1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 132, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Smearravage the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str ----- def ----- Defense +15 (+4 eff.) Resists +6% lightning +5% temporal +3% nature Crit.dmg- 10.00% ---------- misc Infravis +3 A belt that goes around your waist. |
grounding hardened leather belt of recklessness1.0 T3 belt armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +8.00% Phys.pwr +4 (+1 eff.) ----- def ----- Resists +10% lightning +7% temporal A belt that goes around your waist. |
noble's hardened leather belt of dampening1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +5 Cun +4 Wil dps ---------- Against +24% Summoned ----- def ----- Resists +8% acid +7% fire +7% lightning +7% cold D.Red.from +15% Summoned A belt that goes around your waist. |
noble's hardened leather belt of valiance1.0 T3 belt armor [Ego++] Master/Psionic While equipped: Stats +5 Cun +8 Wil dps ---------- Against +22% Summoned ----- def ----- D.Red.from +26% Summoned Mind.save +8 (+3 eff.) Max.HP +64.00 A belt that goes around your waist. |
skylord's drakeskin leather belt of burglary1.0 T5 belt armor [Ego++] Nature/Master While equipped: Stats +4 Str +10 Dex +4 Wil +9 Cun +8 Lck ----- def ----- Phys.save +17 (+4 eff.) Spell.save +17 (+6 eff.) Mind.save +15 (+5 eff.) Stealth +10 ---------- misc T.Disarm +13 Infravis +4 A belt that goes around your waist. |
Bleakscar (12 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +25% arcane +25% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Defense +12 (+3 eff.) Resists +5% arcane Phys.save +9 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +15% mind Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 53 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
cashmere cloak 'Unrugen' (12 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +18 (+6 eff.) ----- def ----- Defense +12 (+3 eff.) Fatigue -6% Resists +3% darkness Max.HP +88.00 ---------- misc Max.stam +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
marshal's cashmere cloak of fog (8 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature/Master While equipped: Stats +4 Str +2 Con ----- def ----- Defense +8 (+2 eff.) Resists +16% light +12% fire Phys.save +7 (+2 eff.) Stealth +9 Max.HP +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of sorcery (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Dex +4 Mag +4 Wil +3 Cun dps ---------- Spell.crit +6% Acc +5 (+1 eff.) Apr +3 ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of implacability (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Phys.save +5 (+1 eff.) Mind.save +6 (+2 eff.) Die.at -50.00 life Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow cashmere cloak of fog (8 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Dmg.mod +10% darkness Res.pen +7% darkness ----- def ----- Defense +8 (+2 eff.) Resists +17% fire +14% darkness +16% light Stealth +19 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wyrmwaxed cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +6% acid +6% fire +7% lightning +7% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+5 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+3 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
dispeller's silk robe of alchemy (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: dps ---------- Dmg.mod +16% acid +13% physical +14% fire +9% cold ----- def ----- Resists +7% lightning +6% darkness +22% fire +13% all +14% acid +14% physical +8% blight +22% cold +10% light Phys.save +14 (+3 eff.) Spell.save +25 (+8 eff.) Mind.save +18 (+6 eff.) ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's silk robe of Linaniil (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.crit +9% Spell.pwr +23 (+15 eff.) ----- def ----- Resists +18% darkness +14% mind +13% all Phys.save +14 (+3 eff.) Spell.save +14 (+5 eff.) Mind.save +20 (+6 eff.) ---------- misc Mana/turn +0.13 Max.mana +80.00 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dairodur the pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Str +1 Dex ----- def ----- Armour +3 Resists +6% fire Silence- +10% ---------- misc Infravis +5 A pair of boots made of leather. |
Duskqueen the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +3% mind Res.pen +5% mind On Hit (Melee): * 10% chance to reduce damage dealt by 26% ----- def ----- Armour +3 Resists +8% lightning +10% temporal ---------- misc Max.psi +10.00 A pair of boots made of leather. |
Flamemark (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Cun +3 Con dps ---------- Res.pen +10% fire ----- def ----- Armour +3 Fatigue -2% Phys.save +7 (+2 eff.) ---------- misc Max.enc +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dreamer's pair of hardened leather boots of void walking (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Res.pen +15% darkness +14% temporal ----- def ----- Armour +3 Resists +18% darkness +18% temporal Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Def/telep +17 Res/telep +14% Dur/telep +18% A pair of boots made of leather. |
undeterred pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: ----- def ----- Armour +3 Fatigue +2% Silence- +22% Confus- +20% Stun/Frz- +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Blazerune the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Melee+ 10 temporal Ranged+ 5 temporal Dmg.mod +5% temporal Res.pen +25% fire Melee Ret 8 fire ----- def ----- Armour +2 Fatigue +3% Resists +6% blight +30% fire +8% temporal 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. |
Dakhtun's Gauntlets (0 def, 6 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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. |
brawler's voratun gauntlets of the iron hand (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +6 Str +4 Dex +3 Wil +4 Cun +2 Con ----- def ----- Armour +3 Fatigue +5% Phys.save +11 (+3 eff.) Disarm- +34% ---------- misc Cooldown Double Strike -1 Masteries +0.20 Technique/Grappling 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. |
stone warden's drakeskin leather gloves of sorrow (0 def, 11 armour)1.0 T4 hands armor [Ego++] Arcane/Psionic While equipped: Stats +12 Con dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 29 mind 27 darkness On Hit (Melee): * 18% chance to reduce all saves and defense by 32 ----- def ----- Armour +11 Hardiness +10% Resists +7% physical Mind.save -15 (-5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aretta the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Str +5 Wil dps ---------- Phys.pwr +9 (+2 eff.) Dmg.mod +12% blight ----- def ----- Armour +3 Fatigue +3% Resists +11% physical +12% light +15% darkness +6% mind +5% arcane Phys.save +9 (+2 eff.) Mind.save +15 (+5 eff.) Knockbk- +20% A cap made of leather. |
Crown of Command (3 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Dourspiker the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +8 Dex dps ---------- Res.pen +15% darkness On Hit (Melee): * 20% chance to slow global speed by 59% * 20% chance to reduce damage dealt by 26% ----- def ----- Armour +3 Fatigue +3% Resists +18% acid +12% light +6% lightning Skullcr.mult +3 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 532.6 Physical damage. If the attack hits, the target is confused (40% 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. |
Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.6 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 9. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Skullcr.mult +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Un'fezan's Cap (1 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+7 eff.) Mind.pwr +8 (+3 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +10% temporal +10% physical ---------- misc Anom.red +5 Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 15 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Yvovea the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Dmg.mod +11% lightning +3% mind Res.pen +5% mind ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning +3% darkness Heal.mod +20% A pointy cloth hat, very wizardly... |
bladed iron helm of the bounder (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +8 Str +6 Dex ----- def ----- Armour +3 Fatigue +5% Skullcr.mult +2 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 532.6 Physical damage. If the attack hits, the target is confused (40% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
champion's dwarven-steel helm of might (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +6 Str +3 Wil +3 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Mind.save +10 (+4 eff.) ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dragonslayer's hardened leather cap of precognition (7 def, 3 armour)2.0 T3 head armor [Ego++] Nature While equipped: Stats +4 Cun dps ---------- Acc +6 (+2 eff.) On Melee Ret: * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +7 (+2 eff.) Fatigue +3% Resists +8% acid +8% fire +10% lightning +5% cold A cap made of leather. |
miner's dwarven-steel helm of sanctity (0 def, 7 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +7 Fatigue +4% Resists +8% blight +8% darkness Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) ---------- misc Infravis +2 Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 3 light damage to everyone else who enters. The circle lasts 4 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Giledur (13 def, 16 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +16 Defense +13 (+4 eff.) Fatigue +12% Resists +33% acid +15% fire +15% blight Pinning- +20% Teleport- +20% A suit of armour made of mail. |
impenetrable iron mail armour of lightning resistance (2 def, 9 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +9 Defense +2 (+1 eff.) Fatigue +12% Resists +15% lightning A suit of armour made of mail. |
steel mail armour 'Kindleire' (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +24% light +12% acid Res.pen +15% light ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% acid +38% cold A suit of armour made of mail. |
steel mail armour 'Sunschism' (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +10% acid Melee Ret 10 acid On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +12% light +39% fire A suit of armour made of mail. |
voratun mail armour of thunder (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +7 Str +6 Mag +7 Wil dps ---------- Phys.crit +9.0% Spell.crit +7% Mind.crit +6% Phys.pwr +18 (+4 eff.) Spell.pwr +22 (+14 eff.) Mind.pwr +20 (+7 eff.) ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +18% lightning A suit of armour made of mail. |
Cloudmaim the hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Rare] Nature While equipped: dps ---------- Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 32 ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +3% lightning +9% temporal Max.HP +35.00 HP.reg +3.00 Heal.mod +15% A suit of armour made of leather. |
duelist's hardened leather armour of the hero (14 def, 11 armour)9.0 T3 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +6 Str +10 Dex +5 Mag +6 Wil +11 Cun ----- def ----- Armour +11 Defense +14 (+4 eff.) Fatigue +8% Max.HP +40.00 A suit of armour made of leather. |
enlightening hardened leather armour of clarity (9 def, 6 armour)9.0 T3 light armor [Ego+] Psionic While equipped: Stats +5 Cun +3 Wil ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +6% mind Mind.save +27 (+8 eff.) A suit of armour made of leather. |
enlightening reinforced leather armour of the hero (12 def, 7 armour)9.0 T4 light armor [Ego++] Arcane/Nature/Master/Psionic While equipped: Stats +4 Str +5 Dex +5 Mag +11 Wil +10 Cun ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Mind.save +12 (+4 eff.) Max.HP +46.00 A suit of armour made of leather. |
hardened leather armour 'Glimmerraze' (16 def, 12 armour)9.0 T3 light armor [Random Unique] Nature/Master While equipped: Stats +3 Dex +6 Cun +4 Con dps ---------- Dmg.mod +3% light +3% physical ----- def ----- Armour +12 Defense +16 (+4 eff.) Fatigue +8% Resists +5% acid +28% cold ---------- misc Stam/turn +3.00 Breathe water A suit of armour made of leather. |
marauder's reinforced leather armour of spell shielding (18 def, 7 armour)9.0 T4 light armor [Ego+] Arcane/Master While equipped: Stats +5 Str +5 Dex ----- def ----- Armour +7 Defense +18 (+5 eff.) Fatigue +8% Resists +7% arcane Phys.save +8 (+2 eff.) Spell.save +18 (+6 eff.) A suit of armour made of leather. |
nimble drakeskin leather armour of Toknor (28 def, 8 armour)9.0 T5 light armor [Ego++] Master While equipped: Stats +6 Dex dps ---------- Phys.crit +5.0% Crit.mult +15.00% Phys.pwr +7 (+1 eff.) Mov.spd +20% ----- def ----- Armour +8 Defense +28 (+7 eff.) Fatigue +8% A suit of armour made of leather. |
radiant cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +12% blight +11% darkness ---------- misc Light +1 A suit of armour made of leather. |
troll-hide drakeskin leather armour of natural resilience (20 def, 8 armour)9.0 T5 light armor [Ego++] Nature/Disrupt While equipped: ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +14% nature +14% blight D.Red.from +9% Unnatural Max.HP +41.00 HP.reg +10.90 Heal.mod +16% A suit of armour made of leather. |
troll-hide reinforced leather armour of the deep (12 def, 10 armour)9.0 T4 light armor [Ego++] Nature While equipped: ----- def ----- Armour +10 Defense +12 (+3 eff.) Fatigue +8% Resists +10% acid +9% cold Max.HP +42.00 HP.reg +9.30 Heal.mod +14% ---------- misc Breathe water A suit of armour made of leather. |
fortifying dwarven-steel plate armour of delving (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego++] Master While equipped: Stats +10 Str +4 Con ----- def ----- Armour +11 Fatigue +22% Resists +12% darkness +8% physical Max.HP +33.00 ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
prismatic dwarven-steel plate armour of lightning resistance (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +20% lightning +11% light +12% darkness A suit of armour made of metal plates. |
Hettyfang (0 def, 9 armour, 44-53 power, 149.5 block)7.0 T4 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 44.5 - 53.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +150 Melee+ +12 blight On Hit: * Deal physical damage equal to your armor (45) While equipped: Stats +5 Str +5 Dex dps ---------- Dmg.mod +15% blight Acc +13 (+4 eff.) Melee Ret 4 blight ----- def ----- Armour +9 Fatigue +8% Resists +18% lightning ---------- misc Light +3 Talents +1 Block Handheld deflection devices. |
Temporal Rift (8 def, 4 armour, 50-60 power, 325 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 50.0 - 60.0 Temporal Uses 20% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +325 On Hit: 25% Turn Back the Clock 3 While equipped: dps ---------- Spell.pwr +12 (+9 eff.) ----- def ----- Armour +4 Defense +8 (+2 eff.) Rng.Def +10 (+3 eff.) Resists +30% temporal Dmg.red +20 all Spell.save +20 (+7 eff.) Proj.slow +50% ---------- misc Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
corrosive dwarven-steel shield of shrapnel (0 def, 6 armour, 27-32 power, 77 block)7.0 T3 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 27.0 - 32.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +77 Melee+ +12 acid While equipped: Stats +1 Con dps ---------- On Melee Ret: * 11% chance to reduce armor by 17% On shield block: * Cause enemies within radius 6 to bleed for 275 physical damage over 5 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% Resists +10% acid ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced iron shield of winter (0 def, 4 armour, 9-11 power, 42 block)7.0 T1 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 9.0 - 10.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +42 Melee+ +10 cold While equipped: Stats +1 Wil dps ---------- On shield block: * Deals 178 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +4 Fatigue +8% Resists +11% cold ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield 'Darknail' (0 def, 4 armour, 15-18 power, 43 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 15.0 - 18.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +43 On Hit.r1 +8 darkness +12 physical On Crit.r2 +16 darkness While equipped: dps ---------- Apr +2 ----- def ----- Armour +4 Fatigue +8% Resists +20% lightning +4% physical ---------- misc Talents +1 Block Handheld deflection devices. |
windwalling stralite shield of the stars (0 def, 8 armour, 51-61 power, 134.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego++] Arcane/Psionic When used to Attack: Power 51.0 - 61.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +134 Melee+ +19 physical +14 light +15 darkness While equipped: Stats +5 Mag +5 Wil +5 Cun dps ---------- Dmg.mod +12% light +10% darkness ----- def ----- Armour +8 Fatigue +8% Resists +13% physical +18% light +11% darkness Shield.near.proj +72 Proj.slow +18% ---------- misc Talents +1 Block Handheld deflection devices. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
123 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 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. |
Wyrm Bile0.0 blood corpse [Plot Item] Nature Drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
7 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 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul0.0 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. |
Islerama the Blackbliss (dig speed 30 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str dps ---------- Res.pen +15% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Resists +3% light +9% cold ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Lustreking the dwarven-steel pickaxe (dig speed 21 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +4 Dex +1 Con ----- def ----- Resists +9% temporal +9% fire +6% light +9% darkness Mind.save +6 (+2 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Elorelaith2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Armour +2 Defense +10 (+3 eff.) Resists +3% acid Mind.save +5 (+2 eff.) Silence- +20% ---------- misc Light +3 See.Stealth +5 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 2 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
2 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 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. |
Rod of Annulment (1/1)2.0 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 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 322.56 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
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. |
Sulfurreeve the steel torque of psionic shield [power 53] (25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +6% acid +9% nature Phys.save +6 (+1 eff.) HP.reg +2.00 Disease- +20% Setup a psionic shield, reducing all damage taken by 53 for 5 turns Puts all charms on 25 cooldown Gain 17% evasion for 2 turns. Torques are made by powerful psionics to store psionic powers. |
quick steel torque of mindblast [power 115] (11 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 138 mind damage and silencing them for 4 turns Puts all charms on 11 cooldown Torques are made by powerful psionics to store psionic powers. |
yew totem of stinging 'Elelranor' [power 260] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +15% temporal Melee Ret 6 temporal ----- def ----- Resists +5% arcane +15% temporal Def/telep +15 Res/telep +15% Dur/telep +15% Sting an enemy dealing 333 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
13 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Betomina [power 278] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 32 ----- def ----- Defense +30 (+8 eff.) Resists +18% acid +6% lightning Confus- +20% Pinning- +20% Teleport- +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 66 lightning damage and will be dazed for 1 turn (333 total damage) Puts all charms on 15 cooldown Increase 3 buffs' duration by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Brodogas [power 206] (20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +2 Dex +3 Wil dps ---------- Mind.crit +4% Dmg.mod +9% acid ---------- misc Equi/ret +0.12 Max.stam +30.00 Create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Cleanse 2 disease/wound/poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Emutira the Prismshaper [power 206] (20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% light ----- def ----- Resists +6% blight +9% fire +12% temporal Die.at -20.00 life Pinning- +20% ---------- misc Light +3 Wards +3 mind +4 temporal +4 darkness +4 cold Talents +1 Ward Create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Radhimandil [power 314] (20 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +6% Melee Ret 6 arcane ----- def ----- Spell.save +12 (+4 eff.) ---------- misc Mana/s.crit +1.00 Max.vim +20.00 Create a shield absorbing up to 314 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Cleanse 2 disease/wound/poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 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. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
10 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 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. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Klaneer the Dwarf Wyrmic level 34
24th Loss 124th year of Ascendancy at 13:32 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Klaneer the Dwarf Wyrmic level 39
16th Shortage 124th year of Ascendancy at 07:52 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Klaneer the Dwarf Wyrmic level 40
6th Iron 125th year of Ascendancy at 07:06 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Klaneer the Dwarf Wyrmic level 36
12nd Shortage 124th year of Ascendancy at 04:14 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Klaneer the Dwarf Wyrmic level 35
1st Shortage 124th year of Ascendancy at 03:04 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Klaneer the Dwarf Wyrmic level 18
4th Shortage 122nd year of Ascendancy at 01:31 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Klaneer the Dwarf Wyrmic level 35
1st Shortage 124th year of Ascendancy at 10:26 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Klaneer the Dwarf Wyrmic level 20
29th Iron 123rd year of Ascendancy at 18:15 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Klaneer the Dwarf Wyrmic level 29
16th Wealth 124th year of Ascendancy at 13:26 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Klaneer the Dwarf Wyrmic level 27
19th Gold 123rd year of Ascendancy at 19:20 see stats
Huge Appetite (Nightmare (Adventure) difficulty)
Ate 20 bosses.By Klaneer the Dwarf Wyrmic level 44
2nd Gold 125th year of Ascendancy at 06:11 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Klaneer the Dwarf Wyrmic level 10
8th Dearth 122nd year of Ascendancy at 19:47 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Klaneer the Dwarf Wyrmic level 20
28th Iron 123rd year of Ascendancy at 12:24 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Klaneer the Dwarf Wyrmic level 30
25th Wealth 124th year of Ascendancy at 13:35 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Klaneer the Dwarf Wyrmic level 40
5th Iron 125th year of Ascendancy at 15:35 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Klaneer the Dwarf Wyrmic level 26
40th Steel 123rd year of Ascendancy at 12:00 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Klaneer the Dwarf Wyrmic level 38
15th Shortage 124th year of Ascendancy at 04:25 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Klaneer the Dwarf Wyrmic level 24
15th Steel 123rd year of Ascendancy at 13:00 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Klaneer the Dwarf Wyrmic level 36
1st Shortage 124th year of Ascendancy at 12:58 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Klaneer the Dwarf Wyrmic level 5
18th Voratun 122nd year of Ascendancy at 20:46 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Klaneer the Dwarf Wyrmic level 6
11st Profit 122nd year of Ascendancy at 04:23 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Klaneer the Dwarf Wyrmic level 13
16th Dearth 122nd year of Ascendancy at 06:54 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Klaneer the Dwarf Wyrmic level 42
9th Steel 125th year of Ascendancy at 08:06 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Klaneer the Dwarf Wyrmic level 18
18th Shortage 122nd year of Ascendancy at 00:08 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Klaneer the Dwarf Wyrmic level 34
22nd Loss 124th year of Ascendancy at 18:38 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Klaneer the Dwarf Wyrmic level 17
26th Dearth 122nd year of Ascendancy at 22:04 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Klaneer the Dwarf Wyrmic level 33
21st Loss 124th year of Ascendancy at 23:43 see stats
Log
The Shade of Telos casts Channel Staff.
Klaneer's healing is amplified!
Klaneer HEALS from cold damage!
The Shade of Telos's ice storm area effect hits Klaneer for 107 cold, 73 healing (107 total damage) [73 healing].
Klaneer gains 3% of a turn from Ancestral Life.
Klaneer's healing is amplified!
Klaneer HEALS from cold damage!
The Shade of Telos's Channel Staff hits Klaneer for 152 cold, 103 healing (152 total damage) [103 healing].
Klaneer gains 4% of a turn from Ancestral Life.
You pickup 0.55 gold pieces.
The Shade of Telos casts Channel Staff.
Klaneer's healing is amplified!
Klaneer HEALS from cold damage!
The Shade of Telos's ice storm area effect hits Gigantic sandworm tunneler for 263 cold damage.
The Shade of Telos's ice storm area effect hits Klaneer for 107 cold, 73 healing (107 total damage) [73 healing].
Klaneer gains 3% of a turn from Ancestral Life.
Klaneer's healing is amplified!
Klaneer HEALS from cold damage!
The Shade of Telos's Channel Staff hits Klaneer for 173 cold, 118 healing (173 total damage) [118 healing].
Klaneer gains 5% of a turn from Ancestral Life.
You pickup 0.45 gold pieces.
Klaneer is no longer one with nature.
Klaneer resists!
The Shade of Telos's ice storm area effect hits Klaneer for 107 cold damage.
The Shade of Telos casts Frozen Ground.
The Shade of Telos's spell attains critical power!
The Shade of Telos hits Klaneer for 534 cold damage.
Klaneer the level 44 dwarf wyrmic was cooled to death by The Shade of Telos and was savagely mutilated, a show of his rage towards all living things on level 5 of Ruins of Telmur.































































































































































































