









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Alchemy Woes: Only One Provider 1.4.6Breaking out just the alchemy part of Regalion's mod, and making sure its 1.4.x compatible. Not thoroughly tested yet, but registering so I can just leave it on. This should prevent the other alchemists Zero Probability Doors 1.5.5Prevents Probability Travel triggering on doors. The behaviour can be toggled under Game Options - Gameplay - zero-probability doors. Defaults to true. Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.7.4Official Expansion!Items Vault 1.7.0Donators/Buyers bonus! Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Parasite-in-Pocket 1.6.0Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Merchant on the Map 1.6.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Go to Landmark 1.7.0Convenient Digging 1.5.5 Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Das Blinkenlights 1.3.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Better Item Description 1.7.0This 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 Item Link Verification 1.0.1Simple addon to request confirmation before linking items into chat. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 50 / 973% |
| Size | medium |
| Lifes / Deaths | Killed by multi-hued drake at level 50 on the 21st Dusk 123rd year of Ascendancy at 15:49 / 2Killed by Neryrenn the orc mage-hunter at level 50 on the 47th Haze 123rd year of Ascendancy at 19:56 |
Primary Stats
| Strength | 32 (base 12) |
| Dexterity | 24 (base 12) |
| Constitution | 78 (base 60) |
| Magic | 134 (base 60) |
| Willpower | 56 (base 44) |
| Cunning | 83 (base 60) |
Resources
| Mana | 4/674 |
| Equilibrium | 20 |
| Steam | 100/100 |
| Life | -800/954 |
| Insanity | 23/100 |
| Negative | 4/197 |
| Soul | 11/13 |
| Healing Factor | 0.91253726562979 |
| Regeneration | -0.68440294922234 |
Speed
| Mental | +2% |
| Attack | +2% |
| Movement | +10% |
| Spell | +14.99999999999% |
| Global | +120% |
Vision
| Sight | 12 |
| Lite | 1 |
| Infravision | 18 |
| See Stealth | 20 |
| See Invisible | 59 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 70 |
| Accuracy | 18 |
| Crit Chance | 33% |
| APR | 19 |
| Speed | 0.98 |
Offense: Spell
| Spellpower | 86 |
| Crit Chance | 68% |
| Speed | 0.86956521739138 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 23% |
| Speed | 0.98039215686275 |
Offense: Damage Bonus
| Acid | +18% |
| Blight | +41% |
| Physical | +37% |
| Cold | +48% |
| All | 0% |
| Darkness | +181% |
| Light | +15% |
| Temporal | +6% |
| Lightning | +18% |
| Fire | +18% |
| Nature | +22% |
Offense: Damage Penetration
| Acid | +27% |
| Blight | +27% |
| Arcane | +5% |
| Cold | +27% |
| All | 0% |
| Lightning | +27% |
| Physical | +48% |
| Darkness | +56% |
| Fire | +27% |
| Nature | +27% |
Defense: Base
| Armour (hardiness) | 53 (70.65183292883%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 0 |
| Physical Save | 53 |
| Spell Save | 51 |
| Mental Save | 47 |
Defense: Resistances
| Acid | + 37%( 70%) |
| Blight | + 49%( 70%) |
| Arcane | + 32%( 70%) |
| Cold | + 68%( 70%) |
| All | + 24%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 36%( 70%) |
| Temporal | + 70%( 70%) |
| Physical | + 35%( 70%) |
| Lightning | + 62%( 70%) |
| Fire | + 45%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Stun Resistance | 58% |
| Confusion Resistance | 30% |
| Poison Resistance | 25% |
| Blind Resistance | 8% |
| Silence Resistance | 100% |
| Bleed Resistance | 25% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 41% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 17 up to 7 times. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 214 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: 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 770 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 11 Cooldown: 6 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport up to 11 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 35%, your defense is increased by 35 and all your resistances by 35%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Spell / Glacial waste | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Demented / Madness | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Age of dusk | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Spell / Undead drake | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Demented / Chronophage | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Higher draconic abilities | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Spell / Necrosis | 1.00 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Celestial / Hymns | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| beneficial effect | Improves/gives invisibility (power 15), reducing damage dealt by 40%. Invisibility |
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 failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | 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 again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Scintillating Caves. Escort: lost defiler (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Heart of the Gloom. Escort: temporal explorer (level 1 of Heart of the Gloom)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Scintillating Caves. Escort: temporal explorer (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
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. | active |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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: 2822. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. 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 foundations. | 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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. * You have destroyed Gorbat. | 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! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Turaroddasin the pair of drakeskin leather boots (0 def, 5 armour) 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +15 Mag +4 Wil +3 Cun +2 Con dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +6% temporal ----- def ----- Armour +5 Fatigue -10% Phys.save +30 (+9 eff.) Spell.save +6 (+2 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Max.enc +50 Spell.cld 10% See.Invis +9 Blink to a nearby random location (rad 12) Puts all charms on 25 cooldown A pair of boots made of leather. |
| Light source | Umbraphage 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +40% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+4 eff.) ---------- misc Light +5 Infravis +10 See.Invis +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 120, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 262.71 darkness damage (based on Mindpower and charge). Uses 10 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. |
| On head | Dimhunger the drakeskin leather hat (0 def, 19 armour) 2.0 T5 head armor [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +20.00% Phys.pwr +36 (+12 eff.) Dmg.mod +9% blight +9% physical +12% darkness ----- def ----- Armour +19 Fatigue +5% Phys.save +18 (+6 eff.) ---------- misc Infravis +8 Sight +2 See.Stealth +20 See.Invis +20 Blind-Fight: No penalty when attacking invisible/stealthed A hat made of leather. Very stylish. |
| Tool | Turbodrill (dig speed 4 turns)3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% blight Res.pen +21% physical Melee Ret 20 lightning 16 fire On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 36 ----- def ----- Resists +6% blight +10% fire +9% darkness ---------- misc Spell.cld 20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ring of the Archlich0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. The set is complete. While equipped: dps ---------- Spell.pwr +18 (+3 eff.) Dmg.mod +24% darkness +10% cold ----- def ----- Resists +15% darkness +10% cold Spell.save +8 (+3 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 Talent level: +1 Call of the Crypt. Talent level: +1 Rime Wraith. Talent level: +1 Dread. Talent level: +1 Call of the Mausoleum. Talent level: +1 Boneyard. Impending Doom: Level 2.0 Pwr.cost 40 out of 40/40. Range 7 Travel.spd instantaneous Is necromancy a spell Description: Your target's doom draws near. Its healing factor is reduced by 80%, and it will take 118% of its remaining life (or 850.13, whichever is lower) over 10 turns as frostdusk damage. This spell is so powerful that every 3 turns it tears a part of the target's soul, generating one soul for you. The damage will increase with your Spellpower. This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around waist | Girdle of Preservation 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Defense +10 (+3 eff.) Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+5 eff.) Proj.slow +25% Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
| In main hand | Sceptre of the Archlich (150% power, 12 apr, darkness element) 5.0 T5 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. The set is complete. Power 150% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +12 Atk.spd 100% On Hit: * flashes light on your target dealing 82 damage While equipped: dps ---------- Spell.crit +15% Crit.mult +12.00% Spell.pwr +40 (+8 eff.) Dmg.mod +35% darkness ---------- misc Masteries +0.20 Spell/Animus +0.20 Spell/Master of flesh +0.20 Spell/Master necromancer +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) 1.5 T5 hands armor [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 Disarm- +100% ---------- misc Talents +5 Iron Grip 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. |
| Main armor | Death's Embrace (18 def, 23 armour) 9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+2 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +23 Hardiness +35% Defense +18 (+6 eff.) Fatigue +1% Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 47, based on Cunning and Magic) for 10 turns. Uses 50 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
| Cloak | Blazevault the elven-silk cloak (3 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +22% darkness Res.pen +19% darkness +5% arcane ----- def ----- Defense +3 (+1 eff.) Resists +33% lightning +28% temporal +53% darkness +9% blight +2% physical Stealth +22 Disease- +20% Silence- +20% Stun/Frz- +50% Def/telep +29 Res/telep +14% Dur/telep +20% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Vox0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+1 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. |
Inventory
medical injector implant (efficiency 122% / cooldown 72%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 0 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 122% efficiency and cooldown mod of 72%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 162% / cooldown 62%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 0 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 162% efficiency and cooldown mod of 62%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
3 schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Botanical Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Power Distributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
9 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: White Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Scroll of Summoning (Limmir the Jeweler)0.1 tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! |
Eilinawyn the copper amulet0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +2 Str +2 Dex +4 Mag +2 Wil dps ---------- Melee Ret 6 arcane ---------- misc Light +1 See.Invis +3 Amulets make your neck look great! |
a necklace with fangs0.1 T2 amulet jewelry [Unique] Unknown |
Fiery Choker0.1 T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Spell.crit +8% Spell.pwr +7 (+1 eff.) Dmg.mod +10% fire -5% cold ----- def ----- Resists +20% fire -20% cold Affinity +30% fire Blind- +40% On Spell Hit: 10% Volcano 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Pendant of the Sun and Moons0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+1 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 3.0 Pwr.cost 30 out of 60/60. 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 16 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Spellblaze Echoes0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +8 (+1 eff.) S.pwr/crit +15 ----- def ----- Armour +6 Defense +6 (+2 eff.) Unleash a destructive wail, destroying terrain and dealing 534.65 physical damage (based on Magic) in a radius of 3. Uses 60 power out of 60/60 This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
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 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. |
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: 0.00 You won the Ring of Blood trial, and this is your reward. |
Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +8% physical Acc +10 (+5 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+13 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Plaguevengeance0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +13% nature +18% light On Hit (Melee): * 20% chance to slow global speed by 57% ----- def ----- Resists +26% nature +9% mind Max.HP +20.00 Teleport- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
Simon's ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +50 Str +50 Dex +50 Mag +50 Wil +50 Cun +50 Con +50 Lck Rings can have magical properties. |
The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+4 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 135.91 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
wizard's stralite ring of darkness (+28%)0.1 T4 ring jewelry [Ego] Arcane While equipped: Stats +6 Mag dps ---------- Dmg.mod +14% darkness ----- def ----- Resists +28% darkness Spell.save +12 (+4 eff.) Rings make your fingers look great! |
Airumbra the voratun battleaxe (169% power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Rare] Nature Power 170% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +20 acid +24 nature +20 lightning On Hit.r1 +16 acid While equipped: Stats +6 Cun +10 Wil dps ---------- Dmg.mod +18% acid Melee Ret 8 lightning Massive two-handed battleaxes. |
quick stralite battleaxe of daylight (159% power, 3 apr)3.0 T4 battleaxe 2H weapon Reqs Str 35 [Ego+] Arcane/Master Power 160% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +20 light Against +17% Undead While equipped: Stats +7 Dex dps ---------- Phys.spd +10% Acc +30 (+15 eff.) Massive two-handed battleaxes. |
Life Drinker (152% power, 11 apr)1.0 T5 dagger 1H weapon [Unique] Arcane Power 152% Range: 1.3x Uses 55% Mag, 35% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+2 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 13.03 acid and 15.58 blight damage. If not cleared after five turns it will inflict 88.45 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
acidic stralite dagger of massacre (148% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego] Arcane/Master Power 149% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 223 damage over 5 turns and reducing armor and accuracy by 28 Sharp, short and deadly. |
blazebringer's voratun dagger (148% power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Nature Power 149% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +23 fire While equipped: dps ---------- All.spd +8% Res.pen +17% fire Sharp, short and deadly. |
blazebringer's voratun dagger of erosion (146% power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Nature Power 147% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +11 nature On Crit.r2 +9 fire While equipped: dps ---------- All.spd +11% Res.pen +22% fire Sharp, short and deadly. |
enhanced voratun dagger of crippling (146% power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego++] Nature/Master Power 147% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +11 Str +10 Dex +11 Mag +4 Wil +9 Cun +6 Con dps ---------- Phys.crit +14.0% Sharp, short and deadly. |
stormbringer's voratun dagger (147% power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Nature Power 147% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +19 lightning +24 cold While equipped: dps ---------- Mov.spd +38% Res.pen +12% lightning +13% cold Sharp, short and deadly. |
truestriking dwarven-steel dagger of massacre (130% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 131% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +11% physical Acc +8 (+4 eff.) Apr +11 Sharp, short and deadly. |
truestriking stralite dagger of shearing (133% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego++] Master Power 134% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +8% physical +11% all Acc +22 (+11 eff.) Apr +19 Sharp, short and deadly. |
voratun dagger of torment (146% power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Psionic Power 147% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Sharp, short and deadly. |
Blighted Maul (204% power, 22 apr)12.0 T5 greatmaul 2H weapon Reqs Str 60 [Unique] Arcane Power 205% Range: 1.5x Uses 140% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +22 Crit +10.0% Atk.spd 83% Dmg.conv 20% blight On Hit: * 50% chance to reduce strength, dexterity, and constitution by 36 * Blasts creatures in a radius 1 shockwave around your target for 83.64 to 250.92 physical damage (based on Strength). While equipped: dps ---------- Crit.mult +40.00% Dmg.mod +12% physical ----- def ----- Knockbk- +30% Knock away other creatures within radius 4), dealing 181.22 to 362.45 physical damage (based on Strength) to each. Uses 50 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Cyrerin the Glintblack (193% power, 4 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Random Unique] Arcane/Master Power 193% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +26 blight +26 light Against +38% Undead On Hit: 20% Epidemic 5 On Hit: * 27% chance to reduce strength, dexterity, and constitution by 36 While equipped: dps ---------- Dmg.mod +3% light ----- def ----- Resists +9% fire +9% darkness +3% physical Phys.save +9 (+3 eff.) Max.HP +20.00 Poison- +20% Disease- +49% Massive two-handed mauls. |
chilling voratun greatmaul of daylight (175% power, 4 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego] Arcane Power 176% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +12 light +38 cold Against +24% Undead Massive two-handed mauls. |
blazebringer's iron greatsword (115% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego+] Nature Power 115% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Crit.r2 +19 fire While equipped: dps ---------- All.spd +4% Res.pen +13% fire Massive two-handed swords. |
enhanced voratun greatsword of shearing (174% power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego++] Nature/Master Power 174% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Str +14 Dex +14 Mag +16 Wil +12 Cun +13 Con dps ---------- Res.pen +16% all Acc +26 (+13 eff.) Apr +19 Massive two-handed swords. |
flaming voratun greatsword of vileness (177% power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego] Arcane Power 177% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +13 blight On Hit.r1 +14 fire On Hit: * 28% chance to reduce strength, dexterity, and constitution by 36 Massive two-handed swords. |
quick voratun greatsword of erosion (175% power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Nature/Master Power 176% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +24 nature While equipped: Stats +9 Dex dps ---------- Phys.spd +10% Acc +35 (+18 eff.) Massive two-handed swords. |
voratun greatsword of evisceration (176% power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Master Power 177% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +17.0% Phys.pwr +20 (+7 eff.) Massive two-handed swords. |
Storm Fury4.0 T5 longbow 2H weapon Reqs Dex 30 Shoot [Unique] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 12% Chain Lightning 3 While equipped: Stats +10 Dex +10 Mag dps ---------- Spell.crit +10% Spell.pwr +30 (+6 eff.) Mov.spd +30% Ranged+ 75 lightning Dmg.mod +25% lightning ----- def ----- Defense +30 (+10 eff.) Resists +20% lightning ---------- misc Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 174 to 348 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
swiftstrike dragonbone longbow of lightning4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego+] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Proj.spd +200% Ranged+ +33 lightning While equipped: Stats +8 Cun dps ---------- Phys.spd +10% Dmg.mod +26% lightning Longbows are used to shoot arrows at your foes. |
Blood-Edge (157% power, 7 apr)3.0 T5 longsword 1H weapon [Unique] Arcane Power 157% Range: 1.4x Uses 10% Mag, 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +6.0% Atk.spd 100% HP.leech +5% Dmg.conv 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: dps ---------- Spell.crit +8% Spell.pwr +21 (+4 eff.) Dmg.mod +15% blight +15% physical ---------- misc Max.vim +25.00 Telepathy Undead/Blood Bleeding Edge: Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Dawn's Blade (161% power, 7 apr)3.0 T5 longsword 1H weapon Reqs Str 35 [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 162% Range: 1.4x Uses 25% Mag, 80% Str Dmg Light Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 100% Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+2 eff.) Dmg.mod +20% light Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -3 Barrier -5 Providence -10 Bathe in Light -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 236.67 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 35 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Singe's kiss the stralite longsword (143% power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Rare] Master Power 144% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +12 arcane While equipped: Stats +8 Mag +6 Wil dps ---------- S.pwr/crit +10 Dmg.mod +18% fire Acc +13 (+7 eff.) Melee Ret 11 blight On Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 36 ----- def ----- Defense +13 (+4 eff.) Disarm- +44% ---------- misc Mana/s.crit +2.11 Sharp, long, and deadly. |
stralite longsword 'Stargrit' (140% power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Rare] Psionic Power 140% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Phasing +20% Melee+ +17 darkness Against +17% Living On Hit.r1 +12 light On Hit: * 21% chance to reduce all saves and defense by 29 While equipped: dps ---------- Crit.mult +21.07% Res.pen +15% mind ----- def ----- Resists +21% light ---------- misc Mana/turn +0.12 Vim/s.crit +2.11 Max.mana +105.36 Sharp, long, and deadly. |
flaming voratun mace of crippling (157% power, 6 apr)3.0 T5 mace 1H weapon Reqs Str 48 [Ego+] Arcane/Master Power 157% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +14 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +11.0% Blunt and deadly. |
voratun mace 'Jetschism' (157% power, 6 apr)3.0 T5 mace 1H weapon Reqs Str 48 [Random Unique] Master Power 157% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +26.0% Crit.mult +5.00% Phys.pwr +10 (+4 eff.) Dmg.mod +12% arcane +9% cold Acc +13 (+7 eff.) Melee Ret 4 cold On Hit (Melee): * 10% chance to reduce damage dealt by 24% ----- def ----- Defense +15 (+5 eff.) Resists +9% darkness Disarm- +43% ---------- misc Mana/s.crit +2.00 Blunt and deadly. |
Lisiyamina the Viperdream (107% power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Rare] Nature Power 107% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +12 acid While equipped: Stats +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Melee+ 8 lightning 9 physical 9 cold 7 acid 9 fire Res.pen +26% nature +26% acid Melee Ret 11 acid On Hit (Melee): * 21% chance to slow global speed by 57% ----- def ----- Defense +20 (+7 eff.) Resists +9% lightning +9% physical +9% cold +6% fire +9% acid ---------- misc Max.stam +31.61 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. |
epiphanous living mindstar (114% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 114% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind 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 +9% Mind.pwr +15 (+5 eff.) Dmg.mod +20% mind ---------- misc Psi/m.crit +3.00 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. |
hateful pulsing mindstar (104% power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 105% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +16% mind +18% darkness Res.pen +11% mind +10% darkness ---------- misc Max.hate +6.00 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. |
hungering vined mindstar of balance (87% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 87% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) ----- def ----- Phys.save +4 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +1.00 Hate/kill +2.00 Psi/kill +3.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 44.28 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown 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. |
projecting mossy mindstar of storms (75% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego++] Nature/Psionic Power 75% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee+ 8 lightning Dmg.mod +15% lightning +8% fire +8% cold Res.pen +6% lightning ----- def ----- Resists +6% lightning ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection 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. |
projecting vined mindstar (81% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 82% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +11% lightning +13% fire +11% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection 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. |
blazebringer's drakeskin leather sling of true flight4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Ego++] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Crit.r2 +5 fire While equipped: dps ---------- Phys.crit +11.0% All.spd +10% Res.pen +21% fire Acc +15 (+8 eff.) Slings are used to hurl stones or metal shots at your foes. |
Flashhack the dragonbone starstaff (136% power, 6 apr, light element)5.0 T5 staff 2H weapon [Rare] Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +19% Crit.mult +19.00% Phys.pwr +20 (+7 eff.) Spell.pwr +15 (+3 eff.) Dmg.mod +39% light +18% physical Melee Ret 8 physical ----- def ----- Phys.save +12 (+4 eff.) Anom.red +15 Die.at -60.00 life Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Gloomwill of the Blightspawn (136% power, 6 apr, fire element)5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +14 Cun -14 Dex dps ---------- Spell.crit +17% Crit.mult +17.00% Spell.pwr +15 (+3 eff.) Dmg.mod +12% cold +6% light +30% fire Res.pen +25% light +10% darkness Melee Ret 2 darkness ----- def ----- Resists +15% fire ---------- misc Mana/turn +0.35 Max.mana +84.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Pyrezeal (129% power, 5 apr, light element)5.0 T4 staff 2H weapon [Rare] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +11 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +25% light +16% mind Res.pen +20% mind Melee Ret 8 fire On Hit (Melee): * 21% chance to reduce all saves and defense by 29 ----- def ----- Armour +11 Defense +11 (+4 eff.) Resists +16% mind ---------- misc Wards +3 light Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Rod of Sarrilon (136% power, 4 apr, temporal element)5.0 T5 staff 2H weapon [Unique] Unknown Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +15% Spell.pwr +40 (+8 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Temporal Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
cruel dragonbone magestaff of might (136% power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Ego] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +26% Crit.mult +11.00% Spell.pwr +15 (+3 eff.) Dmg.mod +30% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff of channeling (136% power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +30 (+6 eff.) Dmg.mod +30% lightning ---------- misc Mana/turn +0.53 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
ethereal dragonbone starstaff of channeling (136% power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +35 (+7 eff.) Dmg.mod +30% darkness Phasing +25% ----- def ----- Defense +18 (+6 eff.) Shield.pwr +11% ---------- misc Mana/turn +0.40 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
imbued dragonbone starstaff of might (136% power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +15 (+3 eff.) Dmg.mod +30% darkness ---------- misc Talents +1 Command Staff On Spell Hit: 10% Moonlight Ray 5 Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone vilestaff (136% power, 6 apr, blight element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +33.00% Spell.pwr +23 (+4 eff.) Melee+ 27 fire Dmg.mod +30% blight ---------- misc See.Invis +14 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone starstaff of might (136% power, 6 apr, physical element)5.0 T5 staff 1H weapon [Ego+] Arcane/Master Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +22% Phys.pwr +8 (+3 eff.) Spell.pwr +24 (+4 eff.) Dmg.mod +30% physical Acc +11 (+6 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Razorlock (129% power, 24 apr)3.0 T5 steamsaw 2H weapon Reqs Str 40 [Unique] Steamtech Power 129% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Apr +24 Crit +5.0% Atk.spd 100% Block +150 Recurse +2 Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +11 (+4 eff.) Fatigue +13% ---------- misc Talents +5 Block This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though. |
Samodir the stralite steamsaw (65% power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Str 35 [Rare] Arcane/Steamtech Power 140% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +66 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 134 damage Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Crit.mult +10.00% ----- def ----- Armour +11 Defense +28 (+9 eff.) Fatigue +10% Resists +16% mind +18% cold Die.at -60.00 life Max.HP +105.36 Poison- +21% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw of rage (148% power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 [Ego+] Master/Steamtech Power 149% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +102 Uses 1.0 Steam While equipped: Stats +7 Str dps ---------- Dmg.mod +11% physical Acc +13 (+7 eff.) ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
chilling voratun waraxe of rage (148% power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Arcane/Master Power 148% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +11 cold While equipped: Stats +7 Str dps ---------- Dmg.mod +6% physical Acc +21 (+11 eff.) One-handed war axes. |
quick voratun waraxe (148% power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Master Power 149% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Dex dps ---------- Phys.spd +10% Acc +17 (+9 eff.) One-handed war axes. |
quick voratun waraxe of evisceration (151% power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego++] Master Power 152% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Dex dps ---------- Phys.crit +12.0% Phys.pwr +13 (+5 eff.) Phys.spd +10% Acc +16 (+8 eff.) One-handed war axes. |
Whip of Urh'Rok (167% power, 0 apr)3.0 T5 whip 1H weapon Reqs Dex 48 [Unique] Arcane Power 167% Range: 1.1x Uses 100% Dex Dmg Devouring flames Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Crit +9.0% Atk.spd 125% On Hit: 20% Bone Nova 4 On Hit: 15% Blood Boil 3 While equipped: dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +20% blight +20% fire ---------- misc See.Invis +2 Telepathy Demon/Minor Demon/Major While carried: dps ---------- Dmg.mod +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
insulating drakeskin leather belt of shielding1.0 T5 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +12 Resists +8% fire +11% cold Create a temporary shield that absorbs 338 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
nightruned drakeskin leather belt of recklessness1.0 T5 belt armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +12.00% Phys.pwr +5 (+2 eff.) ----- def ----- Resists +10% light +12% darkness A belt that goes around your waist. |
Cyravena (15 def, 0 armour)2.0 T5 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% acid ----- def ----- Defense +15 (+5 eff.) Resists +18% fire +16% mind +5% arcane Phys.save +15 (+5 eff.) Mind.save +15 (+5 eff.) Max.HP +105.36 Disease- +21% Disarm- +21% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frozen Shroud (12 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag dps ---------- Dmg.mod +25% cold Melee Ret 60 ice ----- def ----- Defense +12 (+4 eff.) Resists +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 422.63 cold damage and condensing the air into freezing vapors that deal 140.88 cold damage (based on Magic) each turn for 10 turns. Uses 30 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Threads of Fate (10 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+3 eff.) Resists +20% temporal Res.Cap +10% temporal Phys.save +20 (+7 eff.) Spell.save +20 (+7 eff.) Mind.save +20 (+7 eff.) Confus- +40% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Level 1.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
elven-silk cloak of fog (12 def, 0 armour)2.0 T5 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +12 (+4 eff.) Resists +16% light +18% fire Stealth +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow linen cloak of sorcery (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +4% Dmg.mod +7% darkness Res.pen +5% darkness ----- def ----- Defense +1 (+0 eff.) Resists +11% darkness Stealth +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Treepunish the elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Nature While equipped: Stats +8 Str +7 Mag +7 Wil dps ---------- Dmg.mod +29% lightning +22% physical +6% light +49% cold +30% fire Res.pen +26% light On Hit (Melee): * 10% chance to slow global speed by 57% ----- def ----- Resists +13% lightning +45% fire +51% cold +15% nature +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe of alchemy (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +15% acid +24% physical +13% fire +25% cold ----- def ----- Resists +14% acid +15% physical +12% fire +17% cold +15% all ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of life (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +7% blight +7% all Max.HP +51.00 HP.reg +1.80 Heal.mod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of power (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +5% Spell.pwr +16 (+3 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +19% all ----- def ----- Resists +15% all Mind.save +24 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering elven-silk robe of blight (+14%) (0 def, 0 armour)2.0 T5 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +17% arcane +14% blight ----- def ----- Resists +14% blight +15% all ---------- misc Max.mana +106.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven elven-silk robe of alchemy (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +5 (+1 eff.) Dmg.mod +14% acid +25% physical +19% fire +17% cold ----- def ----- Resists +17% acid +16% physical +14% fire +16% cold +15% all Spell.save +23 (+8 eff.) ---------- misc Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven elven-silk robe of alchemy (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +4 (+0 eff.) Dmg.mod +25% acid +17% physical +18% fire +11% cold ----- def ----- Resists +15% acid +14% physical +14% fire +15% cold +15% all Spell.save +22 (+8 eff.) ---------- misc Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven Rags of the Sanctuary of protection (3 def, 3 armour)2.0 T1 cloth armor [Cosmetic Item] Nature/Master While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Dmg.mod +8% lightning +9% physical +9% cold ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +6% lightning +7% cold +7% all Phys.save +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Nature While equipped: Stats +8 Str +6 Mag +6 Wil dps ---------- Dmg.mod +13% lightning +24% physical +30% cold ----- def ----- Resists +14% blight +12% cold +13% lightning +15% all Max.HP +85.00 HP.reg +3.60 Heal.mod +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Floenight (0 def, 5 armour)2.0 T5 feet armor [Rare] Master While equipped: Stats +12 Wil dps ---------- Mind.crit +4% Mind.pwr +25 (+8 eff.) Res.pen +20% arcane +20% temporal On Hit (Melee): * 21% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue -10% Resists +21% cold Phys.save +15 (+5 eff.) Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc Max.enc +35 A pair of boots made of leather. |
Scorched Boots (4 def, 4 armour)3.0 T5 feet armor [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +13 (+2 eff.) Dmg.mod +15% blight +15% fire +15% darkness ----- def ----- Armour +4 Defense +4 (+1 eff.) Fatigue +8% Poison Storm: Level 3.0 Pwr.cost 30 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 8 turns. Each creature hit by the storm takes 22.92 blight damage and is poisoned for 91.67 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 56%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 30%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 27% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
Silamirin (21 def, 5 armour)3.0 T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +15 Dex +5 Cun +6 Wil dps ---------- Mind.crit +3% Dmg.mod +15% arcane Res.pen +10% blight ----- def ----- Armour +5 Defense +21 (+7 eff.) Fatigue -4% Resists +5% arcane Phys.save +28 (+9 eff.) Spell.save +13 (+5 eff.) Mind.save +20 (+7 eff.) ---------- misc Max.enc +50 Equi/ret +0.12 Max.hate +6.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Chargesmash (0 def, 3 armour)1.5 T4 hands armor [Rare] Nature While equipped: Stats +3 Con +7 Mag dps ---------- Dmg.mod +30% lightning Res.pen +15% lightning ----- def ----- Armour +3 Fatigue +5% Resists +18% lightning +15% darkness HP.reg +6.00 ---------- misc Stam/turn +1.30 Psi/turn +0.34 Infravis +3 See.Invis +9 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. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
drakeskin leather gloves 'Woeschism' (0 def, 9 armour)1.0 T4 hands armor [Random Unique] Disrupt/Master While equipped: Stats +5 Str dps ---------- Phys.pwr +32 (+11 eff.) Dmg.mod +6% acid +3% darkness Acc +10 (+5 eff.) Apr +15 Melee Ret 10 darkness On Hit (Melee): * 10% chance to reduce armor by 46% * 21% chance to reduce damage dealt by 24% ----- def ----- Armour +9 Resists +13% blight +9% darkness Spell.save +21 (+7 eff.) Mind.save +15 (+5 eff.) Max.HP +80.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets of archery (0 def, 3 armour)1.5 T4 hands armor [Ego+] Master While equipped: Stats +7 Cun +6 Dex dps ---------- Acc +8 (+4 eff.) Apr +9 ----- def ----- Armour +3 Fatigue +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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. |
X-Ray Goggles (10 def, 0 armour)2.0 T5 head armor [Unique] Unknown/Steamtech While equipped: Stats +10 Cun dps ---------- Acc +20 (+10 eff.) ----- def ----- Defense +10 (+3 eff.) Blind- +100% See everything. EVERYTHING. For 5 turns, anyway. Uses 30 power out of 30/30 How do these even work? |
augmenting cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: Stats +4 Mag +3 Con dps ---------- Dmg.mod +9% acid +6% lightning +8% cold +22% arcane +9% fire ----- def ----- Defense +2 (+1 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 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. A pointy cloth hat, very wizardly... |
dragonslayer's drakeskin leather cap of might (0 def, 5 armour)2.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +4 Str +3 Con dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +9% acid +11% fire +15% lightning +12% cold A cap made of leather. |
dragonslayer's drakeskin leather hat (0 def, 5 armour)2.0 T5 head armor [Ego+] Nature While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +9% acid +15% fire +9% lightning +11% cold A hat made of leather. Very stylish. |
Chromatic Harness (10 def, 14 armour)14.0 T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+3 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% cold +20% fire +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
impenetrable voratun mail armour of lightning resistance (5 def, 24 armour)14.0 T5 heavy armor Reqs - Heavy armour training Str 48 [Ego] Master While equipped: ----- def ----- Armour +24 Defense +5 (+2 eff.) Fatigue +12% Resists +24% lightning A suit of armour made of mail. |
prismatic voratun mail armour of delving (5 def, 10 armour)14.0 T5 heavy armor Reqs - Heavy armour training Str 48 [Ego+] Arcane/Master While equipped: Stats +7 Str ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +12% physical +32% darkness +12% light ---------- misc Light +2 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 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
radiant voratun mail armour of natural resilience (5 def, 10 armour)14.0 T5 heavy armor Reqs - Heavy armour training Str 48 [Ego++] Nature/Disrupt While equipped: Stats +3 Wil ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +43% blight +16% nature +25% darkness D.Red.from +14% Unnatural ---------- misc Light +2 A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of Eyal (3 def, 8 armour)14.0 T3 heavy armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Max.HP +49.00 HP.reg +11.20 Heal.mod +14% ---------- misc Stam/turn +1.70 A suit of armour made of mail. |
Ce'Nolaith (20 def, 8 armour)9.0 T5 light armor [Rare] Master While equipped: Stats +15 Wil dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +10 (+4 eff.) ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Resists +9% fire +18% light +9% cold Die.at -60.00 life ---------- misc Mana/turn +0.12 Max.vim +20.00 A suit of armour made of leather. |
drakeskin leather armour of the void (20 def, 8 armour)9.0 T5 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 8 darkness Ranged+ 6 darkness ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Resists +22% darkness +22% temporal Def/telep +22 Res/telep +21% Dur/telep +27% Blink to a nearby random location (rad 12) Puts all charms on 25 cooldown A suit of armour made of leather. |
duelist's drakeskin leather armour of lightning resistance (23 def, 15 armour)9.0 T5 light armor [Ego+] Master While equipped: Stats +6 Cun +10 Dex ----- def ----- Armour +15 Defense +23 (+8 eff.) Fatigue +8% Resists +26% lightning A suit of armour made of leather. |
hardened leather armour of delving (9 def, 6 armour)9.0 T3 light armor [Ego+] Master While equipped: Stats +6 Str ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +14% darkness +10% physical ---------- 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 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
multi-hued drakeskin leather armour (20 def, 8 armour)9.0 T5 light armor [Ego+] Nature While equipped: dps ---------- Mind.pwr +11 (+4 eff.) ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Resists +20% acid +10% physical +18% cold +11% lightning +18% fire A suit of armour made of leather. |
rejuvenating drakeskin leather armour of stability (20 def, 8 armour)9.0 T5 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Resists +8% physical Phys.save +20 (+7 eff.) HP.reg +5.60 ---------- misc Stam/turn +2.10 A suit of armour made of leather. |
rejuvenating hardened leather armour of stability (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +8% physical Phys.save +19 (+7 eff.) HP.reg +4.20 ---------- misc Stam/turn +1.40 A suit of armour made of leather. |
volcanic reinforced leather armour of the deep (12 def, 18 armour)9.0 T4 light armor [Ego++] Nature While equipped: dps ---------- Melee+ 8 fire Ranged+ 9 fire ----- def ----- Armour +18 Defense +12 (+4 eff.) Fatigue +8% Resists +10% acid +9% cold +19% fire +18% physical ---------- misc Breathe water A suit of armour made of leather. |
Polomira the Winterrace (0 def, 16 armour)17.0 T5 massive armor Reqs - Massive armour training Str 60 [Rare] Master While equipped: dps ---------- Crit.mult +21.07% Res.pen +26% mind +15% lightning ----- def ----- Armour +16 Fatigue +22% Resists +9% acid +9% temporal +18% blight +57% cold A suit of armour made of metal plates. |
Blightstopper (18 def, 12 armour, 240 block)7.0 T5 shield armor Reqs - Shield usage training Str 35 [Unique] Nature/Disrupt Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee Ret 15 nature ----- def ----- Armour +12 Defense +18 (+6 eff.) Rng.Def +12 (+4 eff.) Fatigue +22% Resists +35% blight +15% nature Spell.save +24 (+8 eff.) Disease- +60% ---------- misc Talents +1 Block Masteries +0.20 Wild-gift/Antimagic Purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns. Uses 24 power out of 40/40 This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
Salaba the Umbrawire (0 def, 8 armour, 136.5 block)7.0 T4 shield armor Reqs - Shield usage training Str 35 [Random Unique] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Dex dps ---------- Res.pen +20% blight On shield block: * Deals 201 light and fire damage to each enemy blocked Melee Ret 25 lightning On Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 36 ----- def ----- Armour +8 Fatigue +8% Resists +23% acid +12% light +9% blight +13% fire +9% darkness +18% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
Unsetting Sun (16 def, 20 armour, 280 block)7.0 T5 shield armor Reqs - Shield usage training Str 40 [Unique] Arcane Glows brightly in the light of dawn. Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +20 Defense +16 (+5 eff.) Rng.Def +17 (+6 eff.) Fatigue +14% Resists +30% blight +30% darkness Spell.save +19 (+7 eff.) ---------- misc Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
Arkul's Siege Arrows (14/14, 180% power, 100 apr)3.0 T5 arrow ammo [Unique] Master Power 180% Range: 1.4x Uses 70% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
9 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. |
1321 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. |
9 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. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
18 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. |
17 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 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. |
13 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Goedalath Rock0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (-6 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+4 eff.) Spell.pwr +16 (+3 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
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. |
Forbidden Tome: "Home, Horrific Home"2.0 T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
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 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. |
15 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Celia's Still Beating Heart2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 75 power out of 75/75 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Dúathedlen Heart1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
dwarven lantern of illusion1.0 T5 lite [Ego+] Psionic While equipped: ----- def ----- Defense +11 (+4 eff.) Phys.save +17 (+6 eff.) Spell.save +13 (+5 eff.) Mind.save +20 (+7 eff.) ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
ethereal brass lantern of corpselight1.0 T1 lite [Ego++] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +9 (+1 eff.) ----- def ----- Resists +5% blight +6% darkness ---------- misc Light +5 Infravis +3 See.Invis +6 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 29 blight damage or heals 51 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
3 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 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. |
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. |
useless but awesome rock0.0 rock misc [Unique] Nature Talk to your pet rock. Uses 10 power out of 10/10 Awesome rock!!! |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 401.02 fire damage (based on Magic). Uses 50 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 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 Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 184% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
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 537.29 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. |
cleansing dragonbone totem of thorny skin [power 77] (20 cooldown)2.0 T5 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 77 and armour hardiness by 70% Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
9 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. |
Void Shard2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 148.82 temporal and 394.06 darkness damage (based on Magic). Uses 20 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
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. |
4 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+4 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. |
8 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. |
4 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. |
9 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. |
9 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. |
9 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 View From The Gallery (Insane (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Brother Serenity the Cornac Adventurer level 35
73rd Regrowth 123rd year of Ascendancy at 01:07 see stats
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Brother Serenity the Cornac Adventurer level 48
6th Dusk 123rd year of Ascendancy at 20:03 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Brother Serenity the Cornac Adventurer level 45
50th Pyre 123rd year of Ascendancy at 07:23 see stats
Anti-Antimagic! (Insane (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Brother Serenity the Cornac Adventurer level 37
8th Pyre 123rd year of Ascendancy at 00:30 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Brother Serenity the Cornac Adventurer level 50
27th Dusk 123rd year of Ascendancy at 16:26 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Brother Serenity the Cornac Adventurer level 50
21st Dusk 123rd year of Ascendancy at 15:46 see stats
Bookception! (Insane (Roguelike) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Brother Serenity the Cornac Adventurer level 46
67th Pyre 123rd year of Ascendancy at 20:35 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Brother Serenity the Cornac Adventurer level 50
17th Dusk 123rd year of Ascendancy at 01:20 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Brother Serenity the Cornac Adventurer level 21
5th Haze 122nd year of Ascendancy at 18:15 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Brother Serenity the Cornac Adventurer level 49
11st Dusk 123rd year of Ascendancy at 10:40 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Brother Serenity the Cornac Adventurer level 4
76th Pyre 122nd year of Ascendancy at 22:46 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Brother Serenity the Cornac Adventurer level 47
5th Mirth 123rd year of Ascendancy at 12:11 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Brother Serenity the Cornac Adventurer level 24
3rd Decay 122nd year of Ascendancy at 21:14 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Brother Serenity the Cornac Adventurer level 34
50th Regrowth 123rd year of Ascendancy at 19:17 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Brother Serenity the Cornac Adventurer level 24
6th Decay 122nd year of Ascendancy at 03:48 see stats
Guiding Hand (Insane (Roguelike) difficulty)
Saved all escorted adventurers.By Brother Serenity the Cornac Adventurer level 20
19th Dusk 122nd year of Ascendancy at 09:26 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Brother Serenity the Cornac Adventurer level 25
7th Decay 122nd year of Ascendancy at 04:32 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Brother Serenity the Cornac Adventurer level 50
21st Dusk 123rd year of Ascendancy at 21:18 see stats
Is that how it feels to be an escort quest?! (Insane (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Brother Serenity the Cornac Adventurer level 31
9th Regrowth 123rd year of Ascendancy at 09:07 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Brother Serenity the Cornac Adventurer level 10
3rd Summertide 122nd year of Ascendancy at 11:26 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Brother Serenity the Cornac Adventurer level 20
19th Dusk 122nd year of Ascendancy at 08:12 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Brother Serenity the Cornac Adventurer level 30
5th Regrowth 123rd year of Ascendancy at 18:10 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Brother Serenity the Cornac Adventurer level 40
28th Pyre 123rd year of Ascendancy at 17:45 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Brother Serenity the Cornac Adventurer level 50
11st Dusk 123rd year of Ascendancy at 10:40 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Brother Serenity the Cornac Adventurer level 29
7th Allure 123rd year of Ascendancy at 13:01 see stats
Savior of the damsels in distress (Insane (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Brother Serenity the Cornac Adventurer level 48
2nd Dusk 123rd year of Ascendancy at 20:13 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Brother Serenity the Cornac Adventurer level 43
47th Pyre 123rd year of Ascendancy at 09:43 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Brother Serenity the Cornac Adventurer level 23
3rd Decay 122nd year of Ascendancy at 01:02 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Brother Serenity the Cornac Adventurer level 50
12nd Dusk 123rd year of Ascendancy at 00:48 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Brother Serenity the Cornac Adventurer level 1
74th Pyre 122nd year of Ascendancy at 12:05 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Brother Serenity the Cornac Adventurer level 4
76th Pyre 122nd year of Ascendancy at 18:59 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Brother Serenity the Cornac Adventurer level 34
46th Regrowth 123rd year of Ascendancy at 15:38 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Brother Serenity the Cornac Adventurer level 35
78th Regrowth 123rd year of Ascendancy at 16:01 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Brother Serenity the Cornac Adventurer level 50
45th Dusk 123rd year of Ascendancy at 18:35 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Brother Serenity the Cornac Adventurer level 4
76th Pyre 122nd year of Ascendancy at 22:46 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Brother Serenity the Cornac Adventurer level 4
76th Pyre 122nd year of Ascendancy at 22:46 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Brother Serenity the Cornac Adventurer level 50
21st Dusk 123rd year of Ascendancy at 15:49 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Brother Serenity the Cornac Adventurer level 44
49th Pyre 123rd year of Ascendancy at 19:30 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By Brother Serenity the Cornac Adventurer level 45
66th Pyre 123rd year of Ascendancy at 22:52 see stats
Log
Brother Serenity's spell attains critical power!
Brother Serenity's spell attains critical power!
Brother Serenity steals life from Something!
Brother Serenity steals life from Something!
Brother Serenity steals life from Neryrenn the orc mage-hunter!
Brother Serenity steals life from Something!
Brother Serenity steals life from Something!
Something hits Brother Serenity for 5 healing, 1 healing, 1 healing (0 total damage) [7 healing].
Dark Whispers from Brother Serenity hits Neryrenn the orc mage-hunter for (118 antimagic), 60 temporal, (118 antimagic), 2 darkness (62 total damage).
Frost Cut from Brother Serenity hits Neryrenn the orc mage-hunter for (35 antimagic), 0 temporal, (7 antimagic), 0 cold (0 total damage).
Raze hits Neryrenn the orc mage-hunter for (34 antimagic), 0 darkness, (25 antimagic), 0 temporal, (17 antimagic), 0 darkness, (34 antimagic), 0 darkness, (24 antimagic), 0 temporal, (17 antimagic), 0 darkness (0 total damage).
Something hits Brother Serenity for 2 healing, 2 healing, 2 healing (0 total damage) [7 healing].
Something hits Brother Serenity for 3 healing, 2 healing (0 total damage) [4 healing].
Brother Serenity receives 2 healing from Neryrenn the orc mage-hunter.
Neryrenn the orc mage-hunter roars triumphantly.
Brother Serenity's spell attains critical power!
Brother Serenity's spell attains critical power!
Brother Serenity's spell attains critical power!
Brother Serenity's spell attains critical power!
Talent Dark Whispers is ready to use.
Neryrenn the orc mage-hunter shares damage with his oozes!
Raze hits Bloated ooze for 132 darkness damage.
Raze hits Neryrenn the orc mage-hunter for (33 antimagic), 0 darkness, (22 antimagic), 0 temporal, (17 antimagic), 0 darkness (0 total damage).
Brother Serenity hits Neryrenn the orc mage-hunter for (118 antimagic), 45 temporal, (118 antimagic), 20 darkness (65 total damage).
Insidious Poison from Belyrin the orc summoner hits Brother Serenity for 39 nature damage.
Burning from Belyrin the orc summoner hits Brother Serenity for 138 fire damage.
Poison from Neryrenn the orc mage-hunter hits Brother Serenity for 92 nature damage.
Brother Serenity the level 50 cornac adventurer was slimed to death by Neryrenn the orc mage-hunter on level 3 of Gorbat Pride.
--------------------------------
Brother Serenity vanishes from sight.




































































































































































































