







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Notes to Self 1.7.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Inventory Keys 1.7.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.0Donators/Buyers bonus! Nekarcos's Effect Display QD Acid Fix 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
QD Acid Fix: Simply removes the handling for Acid effects, which breaks occasionally (but permanently). All credit for the add-on to Nekarcos, this is just a quick and dirty fix for convience -- nsrr Tooltip Cleanup 1.7.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Improved Enemy UI 1.7.21. improve the default shockbolt of enemy, making them brighter and easier to find. Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Quick Transmo Chest Management 1.6.7Adds a new key bind to transmogrify things faster. Currently, hitting the key on an item in the transmog chest puts it into your normal inventory, while hitting the key on an item in your normal inventory immediately transmogs it with no confirmation. The key bind only works if you have a transmog chest and only if the selected item is transmog-able. I got annoyed at how slow transmog is and made this. I'll probably make its behavior configurable in a future update. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 50 / 127% |
| Size | medium |
| Lifes / Deaths | Killed by Xanekira the telugoroth at level 29 on the 44th Regrowth 123rd year of Ascendancy at 13:50 4 / 3Killed by Slasul at level 45 on the 49th Haze 123rd year of Ascendancy at 13:40 Killed by Slasul at level 45 on the 49th Haze 123rd year of Ascendancy at 15:22 |
Primary Stats
| Strength | 78 (base 60) |
| Dexterity | 86 (base 60) |
| Constitution | 68 (base 29) |
| Magic | 16 (base 10) |
| Willpower | 20 (base 17) |
| Cunning | 93 (base 60) |
Resources
| Life | 1528/1528 |
| Stamina | 262/262 |
| Healing Factor | 1.3681295749342 |
| Regeneration | 5.8145506934703 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 43.601735099766 |
| See Invisible | 43.601735099766 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 136 |
| Accuracy | 75 |
| Crit Chance | 43% |
| APR | 57 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13.5 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +11% |
| Arcane | +8% |
| Mind | +17% |
| All | +2% |
| Darkness | +50% |
| Light | +17% |
| Temporal | +12% |
| Physical | +6% |
| Lightning | +5% |
Offense: Damage Penetration
| Darkness | +15% |
| Blight | +5% |
| Cold | +10% |
| Mind | +10% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 53 (51.69962066283%) |
| Defense | 69 |
| Ranged Defense | 69 |
| Fatigue | 0 |
| Physical Save | 62 |
| Spell Save | 32 |
| Mental Save | 57 |
Defense: Resistances
| Blight | + 28%( 70%) |
| Arcane | + 22%( 70%) |
| Mind | + 25%( 70%) |
| All | + 12%( 70%) |
| Darkness | + 38%( 70%) |
| Light | + 28%( 70%) |
| Temporal | + 25%( 70%) |
| Cold | + 17%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Confusion Resistance | 10% |
| Pinning Resistance | 39% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 37% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 259 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 35% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 930% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -681 life. The duration and life will increase by 1% for every 1% life you have lost (currently 681 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 714 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| Technique / Combat techniques | 1.52 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Grappling | 1.30 |
| 4/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Exploit Weakness |
| talent | Chant of Fortitude |
| talent | Trained Reactions |
| talent | Striking Stance |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Arcane talents fail -30% of the time and arcane sustains have a -3.0% chance to deactivate each turn. Antimagic Disruption |
| beneficial effect | Countering melee attacks: Has a 50% chance to get an automatic counter attack when avoiding a melee attack. (2.2 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1050. | 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, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Ukllmswwik and killed Slasul. | 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 within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to 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 you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Bethina' (19 def, 9 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +9 Defense +19 (+5 eff.) Fatigue -3% Phys.save +17 (+4 eff.) HP.reg +4.00 ---------- misc Max.enc +23 Infravis +2 Evasion: (Instant) Puts all charms on 18 cooldown Level 2.6 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 30 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | 4k Gold (0 def, 13 armour) =Main=1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +9 Dex +9 Cun +11 Con dps ---------- Melee+ 12 physical Dmg.mod +9% blight +9% physical +6% arcane Res.pen +5% blight Acc +10 (+2 eff.) Apr +15 Melee Ret 4 blight ----- def ----- Armour +13 Fatigue +5% Resists +6% arcane +12% blight Phys.save +50 (+13 eff.) Spell.save +19 (+9 eff.) Mind.save +20 (+6 eff.) Disarm- +76% Unarmed combat: Power 32.0 - 44.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +11 Apr +25 Crit +10.0% Atk.spd 100% Melee+ +53 physical On Hit.r1 +15 physical On Crit.r2 +15 physical On Hit: 15% Perfect Strike 5 On Hit: 20% Juggernaut 2 On Hit: 10% Sand Breath 5 Steady Shot: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | iron helm 'Furnacekiss' (0 def, 3 armour) =E1=3.0 T1 head armor Reqs Heavy armour training [Rare] Disrupt While equipped: dps ---------- Dmg.mod +3% darkness Melee Ret 6 fire On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Armour +3 Fatigue +5% Resists +6% blight +9% fire +9% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to Invisible. |
| Tool | Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+3 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 9 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
| On fingers | Duathelwend0.1 T4 ring jewelry [Rare] Master While equipped: Stats +4 Dex dps ---------- Phys.crit +3.0% Crit.mult +15.00% On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Armour +16 Resists +5% arcane Max.HP +44.00 Disarm- +37% Pinning- +39% Knockbk- +37% Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +7 (+2 eff.) Melee+ 12 physical Ranged+ 14 physical Dmg.mod +3% mind On Hit (Melee): * 20% chance to slow global speed by 56% * 30% chance to reduce all saves and defense by 29 On Hit (Ranged): * 12% chance to reduce all saves and defense by 29 ----- def ----- Resists +15% mind Phys.save +8 (+2 eff.) Spell.save +9 (+4 eff.) Mind.save +8 (+3 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +5.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | Blackoracle =Main=0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +30% darkness Res.pen +5% darkness +10% cold Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Resists +9% darkness +6% cold ---------- misc Masteries +0.22 Technique/Combat techniques Amulets make your neck look great! |
| Main armor | The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
| Light source | Umbraphage =E1=0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 97, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 110). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 270.00 darkness damage (based on Mindpower and charge). Uses 6 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| Cloak | cashmere cloak 'Spiderbore' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% lightning +12% mind Res.pen +10% mind +25% nature On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Defense +2 (+1 eff.) Mind.save +10 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | rough leather belt 'Urokath' =Main=1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +15.00% Acc +20 (+5 eff.) ----- def ----- Defense +11 (+3 eff.) Resists +18% light Stealth +7 ---------- misc Stam/turn +3.00 Max.stam +30.00 A belt that goes around your waist. |
Inventory
Elixir of Invulnerability2.0 potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
healing infusion (heal 90; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 90 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 20%; mental; dur 3; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (230.00 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 257.60 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. This item has been sent to the Item's Vault. |
Prismatic Rune (6 turns; acid, physical, darkness, nature, arcane)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 4 physical, 3 darkness, 3 nature, 4 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. 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! |
Dairogaldil0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +2 Str +2 Dex dps ---------- Crit.mult +14.00% Spell.pwr +9 (+2 eff.) Dmg.mod +7% blight +7% fire ----- def ----- Defense +30 (+8 eff.) Crit.dmg- 15.00% Cut- +20% Knockbk- +20% Amulets make your neck look great! |
The Far-Hand =AntiTeleport=0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 22 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (114). 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. |
grounding gold amulet of dexterity (+4) =Res:Lg=0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex ----- def ----- Resists +13% lightning Stun/Frz- +20% Amulets make your neck look great! |
Unflinching Eye =Blind immunity=0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.0 Pwr.cost 36 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Zemekkys' Broken Hourglass0.1 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Time Stop: Level 1.0 Pwr.cost 30 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. |
voratun amulet 'Iceriver'0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +6 Str +7 Dex +5 Wil dps ---------- Res.pen +15% fire +25% cold Melee Ret 10 cold ----- def ----- Resists +9% nature +6% fire Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 power out of 24/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
titan's gold ring of speed =Speed Ability=0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Con dps ---------- Mov.spd +12% Acc +10 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Phys.save +8 (+2 eff.) Blinding Speed: Puts all charms on 24 cooldown Level 4.6 Pwr.cost 24 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 38% for 5 turns. 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 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 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. |
Bloombolt the voratun ring0.1 T5 ring jewelry [Rare] Master While equipped: Stats +4 Str +7 Dex +6 Cun dps ---------- Dmg.mod +9% nature +6% physical Acc +9 (+2 eff.) ----- def ----- Armour +10 Defense +20 (+5 eff.) Rings make your fingers look great! |
Samuziladig the voratun ring0.1 T5 ring jewelry [Random Unique] Arcane/Nature While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.pwr +9 (+2 eff.) Dmg.mod +18% nature +12% acid On Hit (Melee): * 20% chance to reduce armor by 18% ----- def ----- Defense +15 (+4 eff.) Resists +24% acid +3% fire +9% cold +36% nature +9% lightning Rings make your fingers look great! |
dragonbone vilestaff 'Offalwolf' (30-36 power, 6 apr, acid element)5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +18% Crit.mult +20.00% Spell.pwr +15 (+4 eff.) Dmg.mod +30% acid +15% nature On Hit (Melee): * 20% chance to reduce armor by 18% ----- def ----- Resists +18% acid +6% light Heal.mod +10% Poison- +20% Disease- +20% Knockbk- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Aerulravena (54-82 power, 4 apr)3.0 T5 battleaxe 2H weapon [Rare] Psionic Power 54.5 - 81.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +20 mind On Hit: * 20% chance to reduce armor by 18% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +15% mind On Hit (Melee): * 20% chance to reduce armor by 18% ----- def ----- Resists +30% acid +15% mind Massive two-handed battleaxes. |
voratun greatsword 'Eremydil' (58-93 power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Master Power 58.0 - 92.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +16 blight On Hit: 20% Epidemic 5 On Hit: * 19% chance to reduce strength, dexterity, and constitution by 8 * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +4 Wil dps ---------- Crit.mult +15.00% S.pwr/crit +4 Res.pen +15% arcane +16% physical Acc +23 (+5 eff.) Apr +14 ----- def ----- Disease- +21% ---------- misc Mana/s.crit +2.00 Massive two-handed swords. |
voratun greatsword 'Hazebait' (62-99 power, 4 apr)3.0 T5 greatsword 2H weapon [Rare] Disrupt Power 62.0 - 99.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Against +42% Unnatural While equipped: Stats +10 Wil dps ---------- Crit.mult +20.00% Res.pen +15% cold ----- def ----- Resists +12% fire +9% darkness +12% temporal HP.reg +4.08 Cut- +10% Silence- +20% Massive two-handed swords. |
Amaroddarand the stralite dagger (26-34 power, 9 apr)1.0 T4 dagger 1H weapon [Rare] Master Power 26.5 - 34.5 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Wil dps ---------- Phys.crit +13.0% Res.pen +15% acid Acc +25 (+6 eff.) Apr +7 Melee Ret 6 physical ----- def ----- Defense +25 (+7 eff.) Resists +9% acid ---------- misc Stam/turn +3.06 Hate/m.crit +3.00 Sharp, short and deadly. |
Saleda the living mindstar (18-19 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Rare] Nature/Psionic Power 17.5 - 19.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to reduce all saves and defense by 29 While equipped: Stats +4 Cun dps ---------- Mind.crit +8% Mind.pwr +10 (+3 eff.) Dmg.mod +31% mind +22% darkness Res.pen +15% mind +14% darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Resists +12% fire +18% darkness +15% cold ---------- misc Max.hate +8.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's living mindstar of frost (16-18 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature Power 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 15 cold Dmg.mod +8% nature +9% cold Res.pen +9% cold ----- def ----- Armour +11 Resists +9% blight +13% cold Disease- +13% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
psychokinetic quiver of elven-wood arrows of amnesia (24/24, 40-57 power, 14 apr)3.0 T4 arrow ammo [Ego++] Psionic Power 40.5 - 56.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 24 Ranged+ +47 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 185 physical damage * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
voratun shield of cold resistance (+27%) (0 def, 10 armour, 218 block)7.0 T5 shield armor Reqs Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +10 Fatigue +8% Resists +27% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Hathygen the Glarekill (0 def, 0 armour) =Res:All & MindSave=2.0 T2 cloth armor [Rare] Psionic While equipped: Stats +3 Str +8 Con dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Res.pen +10% light ----- def ----- Resists +9% all Mind.save +20 (+6 eff.) ---------- misc See.Invis +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Dmg.mod +10% acid +10% physical +8% fire +5% cold ----- def ----- Resists +13% acid +13% physical +12% darkness +10% cold +13% fire +12% mind +11% all Phys.save +12 (+3 eff.) Spell.save +15 (+7 eff.) Mind.save +30 (+8 eff.) ---------- misc Cooldown Refit Golem -3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe of life (0 def, 0 armour) =Sleep & MS & Res=2.0 T3 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +8% blight +12% darkness +13% mind +11% all Phys.save +12 (+3 eff.) Spell.save +12 (+6 eff.) Mind.save +23 (+6 eff.) Max.HP +49.00 HP.reg +2.10 Heal.mod +15% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Sparkwing' (0 def, 0 armour) =Res:All,C,T=2.0 T4 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +17% cold Melee Ret 4 lightning ----- def ----- Resists +6% temporal +3% darkness +25% cold +9% nature +13% all Die.at -40.00 life Max.HP +40.00 Stun/Frz- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour 'Bethata' (8 def, 2 armour) =Res:Lg=9.0 T1 light armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Phys.pwr +20 (+5 eff.) Acc +10 (+2 eff.) ----- def ----- Armour +2 Defense +8 (+2 eff.) Fatigue +6% Resists +15% lightning A suit of armour made of leather. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
hardened leather armour 'Galyrek' (9 def, 6 armour) =Res:T=9.0 T3 light armor [Rare] Arcane While equipped: dps ---------- Spell.crit +8% Spell.pwr +25 (+6 eff.) Melee+ 7 darkness Ranged+ 7 darkness Dmg.mod +6% blight Res.pen +10% temporal ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +18% darkness +21% temporal Def/telep +17 Res/telep +15% Dur/telep +21% ---------- misc Vim/s.crit +2.00 Blink to a nearby random location (rad 10) Puts all charms on 15 cooldown A suit of armour made of leather. |
marauder's reinforced leather armour of the hero (16 def, 7 armour)9.0 T4 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +10 Str +10 Dex +5 Mag +5 Wil +7 Cun ----- def ----- Armour +7 Defense +16 (+4 eff.) Fatigue +8% Phys.save +8 (+2 eff.) Max.HP +62.00 A suit of armour made of leather. |
Breath of Eyal (10 def, 10 armour)9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Armour +10 Defense +10 (+3 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+9 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Voretta the stralite mail armour (4 def, 10 armour) =Water=14.0 T4 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +1 Dex +6 Mag +1 Con ----- def ----- Armour +10 Defense +4 (+1 eff.) Fatigue +12% Resists +28% acid +31% cold ---------- misc Infravis +3 Breathe water A suit of armour made of mail. |
Frigidresolve the rough leather belt =Res:Lg=1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind Melee Ret 2 mind ----- def ----- Resists +9% lightning +3% fire +6% nature Max.HP +31.00 A belt that goes around your waist. |
Skyimmortal the rough leather belt =E1=1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +5.00% Phys.pwr +2 (+0 eff.) Apr +3 Melee Ret 4 lightning ----- def ----- Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) ---------- misc Stam/turn +3.00 Size +1 A belt that goes around your waist. |
rough leather belt 'Flashbreeze' =Res:T=1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +5% lightning +6% temporal +12% light +6% fire +5% arcane +3% darkness Spell.save +3 (+1 eff.) A belt that goes around your waist. |
Girdle of the Calm Waters =Res:B,C,N=1.0 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. |
Amuhad1.0 T5 belt armor [Rare] Nature While equipped: Stats +5 Dex dps ---------- Crit.mult +15.00% Phys.pwr +25 (+6 eff.) Acc +25 (+6 eff.) ----- def ----- Resists +15% lightning +15% temporal +18% darkness HP.reg +4.00 ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
Mucuslady (3 def, 0 armour)2.0 T5 cloak armor [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Mind.pwr +31 (+10 eff.) Dmg.mod +15% mind On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Defense +3 (+1 eff.) Max.HP +60.00 ---------- misc Psi/ret +0.40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Relgygrim the pair of hardened leather boots (0 def, 6 armour) =Res:T=2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +3% blight ----- def ----- Armour +6 Resists +9% blight +12% temporal +5% arcane Phys.save +3 (+1 eff.) ---------- misc Light +2 Infravis +2 A pair of boots made of leather. |
Rootbolt the pair of hardened leather boots (0 def, 3 armour) =Res:F=2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Mov.spd +10% Res.pen +10% nature Apr +6 Melee Ret 2 nature 2 fire ----- def ----- Armour +3 Fatigue -7% Resists +12% fire Max.HP +32.00 ---------- misc Stam/turn +0.40 Disengage: Puts all charms on 9 cooldown Level 3.9 Pwr.cost 9 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 185% 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. A pair of boots made of leather. |
pair of hardened leather boots 'Bethimira' (30 def, 3 armour) =E1=2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Lck +5 Dex ----- def ----- Armour +3 Defense +30 (+8 eff.) Resists +12% acid Phys.save +12 (+3 eff.) Mind.save +6 (+2 eff.) Stealth +8 A pair of boots made of leather. |
Ce'Nethra (0 def, 10 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +18% mind +9% physical Acc +30 (+7 eff.) Apr +6 On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Armour +10 Fatigue +3% Die.at -60.00 life ---------- misc Infravis +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Squalorstun the pair of dwarven-steel boots (0 def, 4 armour) =Res:Lg & Slow=3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +10% nature On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Armour +4 Fatigue -3% Resists +12% nature +15% lightning Phys.save +10 (+3 eff.) ---------- misc Max.enc +37 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
umbral drakeskin leather gloves of the iron hand (0 def, 3 armour)1.0 T4 hands armor [Ego+] Arcane/Master While equipped: Stats +2 Str +3 Wil +3 Con dps ---------- Melee+ 8 darkness Dmg.mod +11% darkness ----- def ----- Armour +3 Resists +8% darkness Disarm- +36% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 26.5 - 29.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 125% On Hit: 10% Disarm 5 On Hit: 20% Moonlight Ray 5 On Hit: * 14% chance to reduce damage dealt by 24% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Lelyvon (0 def, 8 armour) =Good Disables=1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +2 Str +9 Con dps ---------- Phys.crit +10.0% Spell.crit +18% Mind.crit +7% Crit.mult +10.00% Phys.pwr +13 (+3 eff.) S.pwr/crit +2 Dmg.mod +9% blight +12% arcane ----- def ----- Armour +8 Hardiness +10% Fatigue +3% Resists +6% physical Unarmed combat: Power 29.5 - 41.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +15.0% Atk.spd 100% On Hit: 5% Stone Touch 3 On Crit: 20% Cripple 3 Metal gloves protecting the hands up to the middle of the lower arm. This object's appearance was changed to Spellhunt Remnants. |
Fists of the Desert Scorpion (8 def, 4 armour) =High Nature DPS=1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+2 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.0 - 35.0 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 105% On Hit: 20% Poisonous Bite 3 On Hit: 10% Quick as Thought 3 On Hit: 5% Implode 1 Mindhook: Level 4.0 Pwr.cost 10 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Ruthless Grip (0 def, 5 armour)1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Unarmed combat: Power 26.0 - 36.4 Physical Uses 40% Wil, 40% Cun, 40% Dex 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 100% On Hit: 10% Dominate 3 On Hit: 5% Slash 3 Instill Fear: Level 3.0 Pwr.cost 12 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 19.89 mind and 25.50 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 20% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 19. Terrified: Deals 4.68 mind and 6.00 darkness damage per turn and increases cooldowns by 31%. Haunted: Causes the target to suffer 7.87 mind and 10.09 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
alchemist's voratun gauntlets of the nighthunter (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +3 Wil +1 Cun dps ---------- Melee+ 6 acid 4 fire 9 cold 8 lightning Acc +13 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +10% darkness ---------- misc Infravis +3 Unarmed combat: Power 31.5 - 44.1 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +7 Apr +15 Crit +18.0% Atk.spd 100% Melee+ +10 ice +18 darkness +10 fire +19 lightning +4 acid On Crit: 10% Dominate 5 Track: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather cap 'Muckoath' (0 def, 1 armour) =Water=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind Res.pen +5% mind +15% nature On Hit (Melee): * 10% chance to slow global speed by 56% * 10% chance to reduce all saves and defense by 29 ----- def ----- Armour +1 Fatigue +1% Resists +6% cold ---------- misc Breathe water A cap made of leather. |
Guth the Chillsteel (0 def, 3 armour) =Water=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% cold Res.pen +5% fire +5% cold ----- def ----- Armour +3 Fatigue +5% Resists +3% lightning +18% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Aletta's Diadem (0 def, 0 armour)2.0 T3 head armor Reqs Wil 24 [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 5 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 113.24 mind damage and cripples the target's higher mental functions, reducing cunning by 11 and confusing (29% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? This item has been sent to the Item's Vault. |
Ce'Noba the Cystmire (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +6 Dex +4 Wil +3 Cun +3 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Armour +4 Fatigue +4% ---------- misc Stam/ret +1.50 Equi/ret +1.60 See.Invis +15 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
12 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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. |
2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
3 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. |
4 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. |
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 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 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. |
106 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. |
54 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Skyviper the brass lantern2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Res.pen +25% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Resists +3% lightning +3% nature Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +8 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 153 cold damage (based on your Magic). Uses 12 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
void-walker's alchemist's lamp of illusion1.0 T3 lite [Ego++] Arcane/Psionic While equipped: ----- def ----- Defense +9 (+3 eff.) Resists +6% cold +5% temporal Phys.save +15 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) Def/telep +12 Res/telep +12% Dur/telep +10% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 48 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 8.14 cold damage and 8.46 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 15 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 50.96 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 50.96 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 60 power out of 100/100 The very essence of bearness! |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 48 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. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 60 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
shattering dwarven-steel pickaxe (dig speed 16 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str dps ---------- Res.pen +15% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Emelyldamira the Morninglore (dig speed 11 turns)3.0 T5 digger tool [Rare] Master While equipped: Stats +3 Str +3 Dex ----- def ----- Armour +3 Defense +4 (+1 eff.) Resists +7% physical Crit.dmg- 15.00% ---------- misc Light +3 See.Invis +18 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe (dig speed 22 turns)3.0 T5 digger tool [Normal] While equipped: Stats +3 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Demonic Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of 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 18 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 338.64 fire damage (based on Magic). Uses 30 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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 269.28 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 15 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
ash totem of summon tentacle 'Blinddream' [power 185] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Resists +12% temporal +6% fire Blind- +10% Def/telep +15 Res/telep +15% Dur/telep +15% Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 495 Base Damage: 213 Armor: 2 All Resist: 20 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+3 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
supercharged elven-wood totem of summon tentacle [power 405] (19 cooldown)2.0 T4 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 883 Base Damage: 421 Armor: 17 All Resist: 28 Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
warded yew wand of clairvoyance [power 11] (9 cooldown)2.0 T3 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +3 arcane +3 temporal +3 darkness +2 nature Talents +1 Ward Reveal the area around you, dispelling darkness (radius 11, power 42 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive dragonbone wand of clairvoyance [power 14] (9 cooldown)2.0 T5 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 14, power 45 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 9 cooldown 100% to gain a 30% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Harbinger the Cornac Brawler level 37
54th Pyre 123rd year of Ascendancy at 17:31 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Harbinger the Cornac Brawler level 50
23rd Pyre 124th year of Ascendancy at 13:20 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Harbinger the Cornac Brawler level 37
47th Pyre 123rd year of Ascendancy at 13:54 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Harbinger the Cornac Brawler level 40
5th Flare 123rd year of Ascendancy at 10:05 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 Harbinger the Cornac Brawler level 43
42nd Haze 123rd year of Ascendancy at 09:58 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Harbinger the Cornac Brawler level 48
14th Pyre 124th year of Ascendancy at 10:16 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Harbinger the Cornac Brawler level 39
1st Flare 123rd year of Ascendancy at 14:48 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Harbinger the Cornac Brawler level 16
31st Haze 122nd year of Ascendancy at 14:55 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Harbinger the Cornac Brawler level 21
5th Decay 122nd year of Ascendancy at 09:33 see stats
Clone War (Nightmare (Adventure) difficulty)
Destroyed your own Shade.By Harbinger the Cornac Brawler level 46
52nd Haze 123rd year of Ascendancy at 21:02 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Harbinger the Cornac Brawler level 16
17th Haze 122nd year of Ascendancy at 13:06 see stats
Destroyer of the creation (Nightmare (Adventure) difficulty)
Killed Slasul.By Harbinger the Cornac Brawler level 45
49th Haze 123rd year of Ascendancy at 19:09 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Harbinger the Cornac Brawler level 38
9th Mirth 123rd year of Ascendancy at 23:57 see stats
Don't Poosh it! (Nightmare (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Harbinger the Cornac Brawler level 22
8th Allure 123rd year of Ascendancy at 07:15 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Harbinger the Cornac Brawler level 40
4th Flare 123rd year of Ascendancy at 18:51 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Harbinger the Cornac Brawler level 20
3rd Decay 122nd year of Ascendancy at 20:26 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Harbinger the Cornac Brawler level 26
22nd Regrowth 123rd year of Ascendancy at 14:05 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Harbinger the Cornac Brawler level 43
42nd Haze 123rd year of Ascendancy at 02:35 see stats
Gem of the Moon (Nightmare (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Harbinger the Cornac Brawler level 42
32nd Haze 123rd year of Ascendancy at 06:33 see stats
Guiding Hand (Nightmare (Adventure) difficulty)
Saved all escorted adventurers.By Harbinger the Cornac Brawler level 37
7th Mirth 123rd year of Ascendancy at 10:32 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 Harbinger the Cornac Brawler level 24
16th Regrowth 123rd year of Ascendancy at 08:14 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Harbinger the Cornac Brawler level 45
43rd Haze 123rd year of Ascendancy at 11:31 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Harbinger the Cornac Brawler level 10
1st Flare 122nd year of Ascendancy at 00:12 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Harbinger the Cornac Brawler level 20
61st Haze 122nd year of Ascendancy at 11:15 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Harbinger the Cornac Brawler level 30
75th Regrowth 123rd year of Ascendancy at 08:41 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Harbinger the Cornac Brawler level 40
2nd Flare 123rd year of Ascendancy at 13:34 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Harbinger the Cornac Brawler level 50
22nd Pyre 124th year of Ascendancy at 20:07 see stats
Oozemancer (Nightmare (Adventure) difficulty)
Destroyed the corrupted oozemancer.By Harbinger the Cornac Brawler level 47
22nd Regrowth 124th year of Ascendancy at 10:53 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Harbinger the Cornac Brawler level 20
61st Haze 122nd year of Ascendancy at 15:27 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Harbinger the Cornac Brawler level 41
19th Haze 123rd year of Ascendancy at 22:31 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Harbinger the Cornac Brawler level 19
56th Haze 122nd year of Ascendancy at 00:27 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Harbinger the Cornac Brawler level 39
10th Mirth 123rd year of Ascendancy at 04:51 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Harbinger the Cornac Brawler level 35
44th Pyre 123rd year of Ascendancy at 17:47 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Harbinger the Cornac Brawler level 10
4th Flare 122nd year of Ascendancy at 07:45 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Harbinger the Cornac Brawler level 30
13rd Pyre 123rd year of Ascendancy at 03:28 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Harbinger the Cornac Brawler level 9
4th Mirth 122nd year of Ascendancy at 09:31 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Harbinger the Cornac Brawler level 47
71st Haze 123rd year of Ascendancy at 20:03 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Harbinger the Cornac Brawler level 30
12nd Pyre 123rd year of Ascendancy at 14:53 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Harbinger the Cornac Brawler level 26
22nd Regrowth 123rd year of Ascendancy at 02:04 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Harbinger the Cornac Brawler level 18
34th Haze 122nd year of Ascendancy at 16:19 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Harbinger the Cornac Brawler level 36
47th Pyre 123rd year of Ascendancy at 02:28 see stats
Log
Talent Spinning Backhand is ready to use.
Harbinger picks up (v.): Amaroddarand the stralite dagger (26-34 power, 9 apr).
Harbinger picks up (b.): healing infusion (heal 90; cd 10).
Talent Haymaker is ready to use.
--------------------------------
Resting starts...
Talent Pain Enhancement System is ready to use.
Talent Take Down is ready to use.
Harbinger's skin returns to normal.
Talent Infusion: Healing is ready to use.
Talent Rush is ready to use.
Rested for 24 turns (stop reason: all resources and life at maximum).
--------------------------------
There is a way to the previous level here (press '' or right click to use).
Ran for 33 turns (stop reason: at exit).
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 38 turns (stop reason: at portal).
--------------------------------
There is no way out of this level here.
Accepted quest 'The Doom of the World!'! (Press 'j' to see the quest log)
You enter the swirling portal while it fades away and in the blink of an eye you set foot on hellish land, the heart of a volcano...
Quest 'Important news' is done! (Press 'j' to see the quest log)
Saving game...
Saving done.



















































































































































