










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Playable Naloren Race 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. 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. Inferno Race Pack 1.7.0Adds a collection of my races. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Bastion 1.5.10A complete rework for Bulwark. The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Orc Breeding Pits Full 1.7.4Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Items Vault 1.7.6Donators/Buyers bonus! Light From Below 1.7.4Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Movarc'h's Improved Escorts - Bamboo Edition 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. This is a fork of Movarc'h's Impoved Escorts by mannendake. Credit to Disnag for necromancer escort and Movarc'h for the base addon. Nargol 1.7.4Adds the Nargol as a playable Halfling subrace. Studious to a fault, yet racist to the core, the Nargol empire once dominated Maj'Eyal. Though their superiority complex has been much humbled by the Age of Pyre, their brilliant inquisitive minds have not. Nargol may take any combination of any four talents in their race tree, with more talents being unlocked later. 1. Concentrate: select a non-instant, non-fixed-cooldown talent. That talent will always be cast at effective level 4, but its cooldown will increase proportionally with how many levels this talent is effectively adding. If your selected talent has an effective level over 4, its cooldown will be reduced instead. 1. Space Out: each talent cast will increase your negative life slightly. 2. Recompose: select an activated talent that has a cooldown. If you are affected by any non-other debuffs, using that talent will reduce the duration of each by a percent of that talent's cooldown, spread out across all debuffs affecting you and with a minimum of 1. 3. Practice: select an activated talent with less than 10 turns of cooldown that does not change the world in a permanent way and does not have a fixed cooldown. Each time you kill a creature that is worth experience, the raw level and mastery of this talent will increase to a cap. 4. Hyperfixate: instant sustain. Each turn your talent cooldowns are halved at the cost of burning away your life. In addition, they have a secondary "Imperialist" tree unlocked by wearing the Crown of Command, then unlocking it with a category point: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Gnomes 1.7.2Adds gnomes as a new race. They are a distant relative to dwarves and know the location of the Iron Council. Garden Gnomes have nature skills, but are not necessarily antimagic. https://github.com/Werekracken/tome-gnomes All gnomes get: -- Generic Trees: These trees add a huge amount of survivability. -- Generic Trees: -- Generic Trees: -- Generic trees: -- Stat modifiers: +4 Cunning Generic Trees: They also start with the steam resource, a steam generator implant, and medical injector implants in inventory if you want to go that route. -- Stat modifiers: +2 Cunning, +2 Strength Generic Trees: -- Class Trees: Generic Trees: All skill trees are are locked and have x1.00 multiplier (instead of x1.30). --Starting points --Level up points But wait, there's more! In addition to the normal golem slots of MAINHAND, OFFHAND, BODY, and 2 GEM slots, gnomish alchemist golems also get LITE, HEAD, CLOAK, HANDS, BELT, and FEET slots. Additionally for tinker gnomes: -- A good amount of the gnomish alchemist golem changes were inspired by the "Golem - The Ironbreaker" addon. The intent with the golems is to have a fun variant and potentially more useful in the mid and late game, and it fits with the gnome theme of cunning and tools. I'm aware there is another addon named "Let there be gnomes" which was last updated in 2015, but this addon has nothing to do with it. Having never tried that addon I have no idea if there would be compatibility issues if you loaded them both (if you even could load a race addon that hasn't been updated in 6 years /shrug). -- Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Bulwark |
| Level / Exp | 43 / 44% |
| Size | big |
| Lifes / Deaths | Killed by Ce'Nawe the venom drake at level 19 on the 7th Decay 122nd year of Ascendancy at 15:59 0 / 9Killed by Urkis, the High Tempest at level 26 on the 63rd Pyre 123rd year of Ascendancy at 14:03 Killed by SmatterJaw at level 29 on the 4th Dusk 123rd year of Ascendancy at 17:26 Killed by dreaming horror at level 32 on the 5th Regrowth 124th year of Ascendancy at 11:42 Killed by skeleton magus at level 33 on the 11st Regrowth 124th year of Ascendancy at 22:55 Killed by overpowered greater multi-hued wyrm at level 43 on the 67th Regrowth 125th year of Ascendancy at 20:39 Killed by Ce'Nitta the orc summoner at level 43 on the 3rd Pyre 125th year of Ascendancy at 15:41 Killed by Ce'Nitta the orc summoner at level 43 on the 3rd Pyre 125th year of Ascendancy at 19:57 Killed by ritch flamespitter at level 43 on the 3rd Pyre 125th year of Ascendancy at 20:30 |
Primary Stats
| Strength | 146 (base 61) |
| Dexterity | 105 (base 60) |
| Constitution | 56 (base 32) |
| Magic | 8 (base 7) |
| Willpower | 57 (base 20) |
| Cunning | 45 (base 28) |
Resources
| Life | -143/1622 |
| Mana | 587/587 |
| Stamina | 265/344 |
| Positive | 176/176 |
| Healing Factor | 1.310046090147 |
| Regeneration | 0.32751152253675 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 32.045069181528 |
| See Invisible | 32.045069181528 |
Offense: Mainhand
| Damage | 120 |
| Accuracy | 59 |
| Crit Chance | 48% |
| APR | 35 |
| Speed | 0.85 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +39% |
| Light | +9% |
| Bleed | +10% |
| Nature | +32% |
| Physical | +32% |
| Fire | +32% |
| All | +2% |
Offense: Damage Penetration
| Mind | +10% |
| Nature | +42% |
| Temporal | +6% |
| Blight | +4% |
| Physical | +20% |
| Cold | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 67.723073231959 (96.438666929426%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 58 |
| Spell Save | 30 |
| Mental Save | 37 |
Defense: Resistances
| Nature | + 20%( 70%) |
| Lightning | + 20%( 70%) |
| Light | + 24%( 70%) |
| Temporal | + 19%( 70%) |
| Darkness | + 51%( 70%) |
| Cold | + 20%( 70%) |
| Fire | + 41%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Pinning Resistance | 23% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Disarm Resistance | 55% |
| Poison Resistance | 100% |
| Knockback Resistance | 34% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 509 damage for 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 173 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 173 with a minimum range of 15. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have encountered a dying sun paladin that told you about the orcs breeding pit, a true abomination. Desperate MeasuresYou have taken upon yourself to cleanse it and deal a crippling blow to the orcs. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Phantasmal Shield (+2 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +8. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Cunning by +8. | done |
You failed to protect the lost sun paladin from death by snow giant boulder thrower. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant Acolyte (+2 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +8. | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved Constitution by +8. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved talent Disarm (+2 level(s)). | done |
You failed to protect the worried loremaster from death by orc necromancer. Escort: worried loremaster (level 8 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Something is afflicting the sea life in the Abyssal Caves, the only source of reagents needed for the rituals which allow the Naloren people to continue living under the sea. Rumbles from the AbyssIf the disturbance cannot be eliminated, the Naloren may be forced to the surface and laid at the mercy of the land-dwellers. Head to the northern wall of New Shellsea and then east to the caves to investigate. * You have eliminated the threat in the caves, saving the Naloren. * The owner of the Seaforge may now be able to offer you some special services. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 333. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | forsaken pair of voratun boots of repreive (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Arcane/Master While equipped: offense ------ Spell Crit +3% Spellpower +5 (+3 eff.) Ignore resists +4% blight +6% temporal defense ------ Armor +5 Fatigue -3% other ------- Stamina/turn +2.00 Second Wind: (Instant) Puts all charms on 51 turn cooldown Effective talent level: 1.3 Power cost 51 out of 60/60. Range melee/personal Cooldown: 49 Travel.spd instantaneous Description: Take a deep breath to recover 112 stamina. The stamina recovery improves with your Strength and Willpower. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Shadedredge the quiver of yew arrows (48/48, 62-86 power, 25 apr)3.0 Encumbrance T3 arrow ammo [Random Unique] Arcane/Master Weapon Damage 61.5 - 86.1 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Critical Rate +19.0% Capacity 48 Auto Reload 1 Projectile Speed +200% On-ranged-hit +4 darkness On-crit, radius 2 +12 physical On Critical: * The target is poisoned, taking nature damage per turn and decreasing all heals received by 20%. Damage is based on Cunning. While equipped: other ------- Reload +4 Arrows are used with bows to pierce your foes to death. |
| Light source | Umbrabile1.0 Encumbrance T3 lite [Rare] Arcane While equipped: Stats +4 Wil offense ------ Damage +9% darkness Ignore resists +15% nature +10% mind On-Hit (Melee): * 20% chance to reduce damage dealt by 21% defense ------ Resistance +6% darkness +11% light +6% nature Affinity +5% darkness other ------- EQ when Hit +0.08 Psi when Hit +0.08 Light +4 Infravision +4 Moonlight Ray: Puts all charms on 7 turn cooldown Effective talent level: 4.0 Power cost 7 out of 8/8. Range 10 Cooldown: 2 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 95.57 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Crown of Burning Pain (11 def, 0 armour)4.0 Encumbrance T3 head armor [Unique] Arcane While equipped: Stats +5 Cun +5 Wil offense ------ Damage +30% fire defense ------ Defense +11 (+4 eff.) Fatigue +4% Resistance +30% fire Meteor Rain: Effective talent level: 2.0 Power cost 26 out of 25/50. Range 5 Cooldown: 29 Travel.spd instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 37.00 fire and 37.00 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
| Tool | extending elven-wood wand of shielding [power 314] (2/17 cooldown)2.0 Encumbrance T4 wand charm [Ego+] Arcane Create a shield absorbing up to 314 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Daimedozor0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Str +1 Dex +1 Mag offense ------ Physical Crit +3.0% Physical Power +10 (+3 eff.) Damage +18% darkness Ignore resists +7% nature defense ------ Resistance +36% darkness Life +20.00 Poison Resist +36% Disarm Resist +31% Pinning Resist +23% Knockbk Resist +34% other ------- Mana-on-crit +1.00 Rings make your fingers look great! |
| On fingers | gold ring of war0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +4 Str +3 Con Talents granted by this ego do not have their typical weapon type requirements. Rush: Effective talent level: 1.3 Power cost 26 out of 30/30. Range 6 Cooldown: 34 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Rings make your fingers look great! |
| Around waist | Bearzerker Girdle Bearzerker Girdle1.0 Encumbrance T2 belt armor [Unique] Nature/Master While equipped: offense ------ Physical Power +4 (+1 eff.) Ignore Armor +10 defense ------ Armor +3 Resistance +6% lightning +5% temporal Mind save +5 (+2 eff.) Life +43.00 other ------- Stamina/turn +2.00 EQ/turn -1.00 20% chance when taking damage to for Bearzerker to activate on its own. 30 Turn Cooldown, shared with manual activation of this talent. Bearzerker: (Instant) Effective talent level: 1.3 Power cost 26 out of 9/30. Range 10 Cooldown: 29 Travel.spd instantaneous Description: Transform into a giant angry bear for 5 turns. The duration of this effect is extended by 1 every time you make a kill and has a 50% chance to be extended by 1 when taking damage. For the duration, increases Strength and Constitution by 10, Physical Resistance by 30.0%, Physical Save by 20.00, and you deal an additional 20.00 Physical and Bleed damage with melee attacks. These bonuses scale with your physical power. This old leather belt seems to be covered in a thin layer of fur. Small bears are etched along its length and a crude paw has been painted on the buckle. |
| In main hand | Thaloren-Tree Longbow4.0 Encumbrance T5 longbow 2H weapon [Unique] Nature Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Attack Speed 118% Range +10 While equipped: Stats +10 Dex +20 Wil offense ------ Physical Crit +15.0% Mind Crit +15% Damage +30% nature +30% physical Ignore resists +20% nature +20% physical In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
| On hands | heroic voratun gauntlets of the juggernaut (0 def, 7 armour)1.5 Encumbrance T4 hands armor [Ego++] Master While equipped: Stats +6 Con defense ------ Armor +7 Fatigue +5% Physical save +14 (+4 eff.) Spell save +6 (+3 eff.) Mind save +14 (+5 eff.) Life +58.00 Disarm Resist +24% Unarmed combat: Weapon Damage 31.5 - 44.1 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On-hit +17 physical On Hit: 10% Juggernaut level 1 On Hit: 10% Battle Shout level 5 Juggernaut: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 2.6 Power cost 26 out of 30/30. Range melee/personal Cooldown: 39 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | dwarven-steel plate armour 'Hazebane' (0 def, 31 armour)17.0 Encumbrance T3 massive armor [Rare] Master While equipped: Stats +4 Cun +4 Con offense ------ Physical Power +25 (+6 eff.) Ignore resists +25% cold defense ------ Armor +31 Fatigue +22% Resistance +6% cold Crit Resistance 15.00% Physical save +6 (+2 eff.) A suit of armour made of metal plates. |
| Cloak | Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+3 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | marauder's voratun amulet of the eclipse0.1 Encumbrance T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Str +5 Dex offense ------ On-Hit 13 bleed 11 light 10 darkness Damage +8% bleed +7% light +10% darkness When Hit: * 11% chance to reduce damage dealt by 21% * 10% chance to blind Frenzy: Puts all charms on 13 turn cooldown Effective talent level: 3.0 Power cost 13 out of 15/15. Range melee/personal Cooldown: 11 Travel.spd instantaneous Description: Assault nearby foes with 4 fast attacks for 35% (at 0 Hate) to 71% (at 100+ Hate) damage each. Stalked prey are always targeted if nearby. At level 3 the intensity of your assault overwhelms anyone who is struck, reducing their Defense by -31 for 4 turns. The damage multiplier and Defense reduction increase with your Strength. This talent will also attack with your shield, if you have one equipped. Amulets make your neck look great! |
Inventory
heroism infusion of the duelist (die at -667; dur 7; cd 30)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 29 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -667 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1334 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -773; dur 7; cd 27)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 26 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -773 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1546 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 715%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 715% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 688%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 7 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 688% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 23 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, blight, temporal, mind, arcane)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 4 physical, 5 blight, 5 temporal, 3 mind, 4 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 140 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (378.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 385.56 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the sneak (damage 134; dur 4; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 133.62 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the warrior (range 9; phase 28; cd 10)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 9 Cooldown: 9 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 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 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 14; resist 16%; move 39%; dur 5; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 16% all resistance, you move 39% faster, and you are invisible (power 14). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 14; resist 18%; move 30%; dur 5; cd 21)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 18% all resistance, you move 30% faster, and you are invisible (power 14). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the titan (power 21; resist 31%; move 38%; dur 5; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 31% all resistance, you move 38% faster, and you are invisible (power 21). Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 56; cd 13)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 56 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 108; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 108 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 555; dur 6; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 555 damage for 6 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 28; blocks 3; dur 4; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 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 28 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 50; blocks 2; dur 4; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 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 50 up to 2 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 43; blocks 7; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 43 up to 7 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the warrior (range 178; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 178 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Taint of Purging (5 turns)0.1 Encumbrance T3 taint scroll [Unique] Arcane When inscribed on your body: Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Ardent Watcher Ardent Watcher0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Psionic While equipped: Stats +3 Mag +5 Wil offense ------ Mindpower +7 (+3 eff.) Against +12% Demon defense ------ Resistance +5% arcane Mind save +8 (+3 eff.) Confus Resist +10% other ------- Telepathy Demon Telepath range +11 Remnant from an order obsessed with watching the skies for the demon menace, they failed to prepare for more terrestrial threats. |
Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+3 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 51 power out of 60/60 The evilness of undeath radiates from this amulet. |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+5 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Pendant of the Deep Pendant of the Deep0.1 Encumbrance T1 amulet jewelry [Unique] Arcane While equipped: Stats +8 Wil +8 Mag offense ------ Damage +10% cold defense ------ Resistance +20% cold other ------- Mana/turn +0.50 On Spell Hit: 15% Ice Shards level 1 The coral pendant on this amulet seems to be imbued with the intense cold of the abyssal depths. |
gold amulet0.1 Encumbrance T3 amulet jewelry [Normal] Amulets make your neck look great! |
starseer's stralite amulet of healing0.1 Encumbrance T4 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +3 Mag offense ------ Spell Crit +5% Spellpower +4 (+3 eff.) Damage +6% light +6% temporal +6% darkness +6% physical defense ------ Healmod +12% Cut Resist +60% Heal: Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 272 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
steel amulet 'Dimsweeper'0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Con +2 Wil offense ------ Mindpower +9 (+3 eff.) Damage +3% blight Ignore resists +15% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 21% defense ------ Resistance +12% fire +12% cold Mind save +8 (+3 eff.) Confus Resist +12% Amulets make your neck look great! |
stralite amulet0.1 Encumbrance T4 amulet jewelry [Normal] Amulets make your neck look great! |
wanderer's voratun amulet of manastreaming0.1 Encumbrance T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +8 Dex +6 Mag +6 Cun +7 Con offense ------ Spellpower/crit +4 Move Speed +10% defense ------ Fatigue -7% Life Regen +3.00 other ------- Stamina/turn +0.30 Mana/turn +0.24 Max mana +60.00 Amulets make your neck look great! |
warmaker's stralite amulet of agony0.1 Encumbrance T4 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +7 Str +6 Dex +6 Wil +6 Con offense ------ Ignore resists +7% acid +7% blight When Hit 10 bleed Amulets make your neck look great! |
Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Baleful Band Baleful Band0.1 Encumbrance T2 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +5 (+2 eff.) Damage +10% light defense ------ Resistance +15% darkness +20% light other ------- Hate when Hit +0.70 Max hate +5.00 Hateful Whisper: Effective talent level: 1.0 Power cost 22 out of 30/30. Range 5 Cooldown: 9 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 73 Mind damage and spreads amongst your foes, dealing damage and feeding you 1.0 Hate for each new victim. Each turn for 1 turns, the initial victim will spread the whisper to a new target within 2 tiles if one is available; beyond this, all affected targets have a 15% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. This ring of blackened stone shimmers with a malicious violet light. |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 15.83 cold and 20.49 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
gladiator's stralite ring of luminosity0.1 Encumbrance T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Str +5 Mag +6 Con offense ------ Physical Power +9 (+2 eff.) On-Hit 13 light On-Ranged-Hit 18 light Damage +16% light Rings make your fingers look great! |
gold ring0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
obscure voratun ring of the mountain (+14%)0.1 Encumbrance T5 ring jewelry [Ego+] Nature While equipped: offense ------ On-Ranged-Hit 14 void Damage +14% physical On-Hit (Melee): * 9 arcane resource burn defense ------ Resistance +14% physical Physical save +11 (+3 eff.) Rings make your fingers look great! |
steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
titan's gold ring of tenacity0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: Stats +5 Con defense ------ Physical save +10 (+3 eff.) Life +26.00 Disarm Resist +28% Pinning Resist +25% Knockbk Resist +23% Rings make your fingers look great! |
wizard's stralite ring of perseverance0.1 Encumbrance T4 ring jewelry [Ego] Arcane/Master While equipped: Stats +6 Mag defense ------ Spell save +12 (+6 eff.) Life Regen +5.00 Stun Resist +32% Rings make your fingers look great! |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Unique] Master Weapon Damage 68.0 - 102.0 Physical Uses 130% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +10.0% Attack Speed 100% While equipped: Stats +2 Dex +2 Con offense ------ Damage +10% physical defense ------ Armor +6 Defense +6 (+2 eff.) Stun Resist +30% Knockbk Resist +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Electrocutioner (40-60 power, 23 apr) Electrocutioner (40-60 power, 23 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Unique] Arcane/Nature Weapon Damage 40.0 - 60.0 Physical Uses 20% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +23 Critical Rate +7.0% Attack Speed 100% On-hit +21 lightning +14 physical +14 bleed On-Hit, radius 1 +10 fire On Hit: * 33% chance to inflict Haywire on hit. If it does, there is a 50% chance a Deep Wound is also inflicted. While equipped: offense ------ Damage +19% lightning +12% physical +9% bleed This dark metal axe humms ominously, arcs of electricity leaping from its edge. You sense a terrible energy within it. |
Khulmanar's Wrath (70-105 power, 8 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Unique] Arcane Weapon Damage 70.0 - 105.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +8.0% Attack Speed 100% On-hit +50 fire Damage Conversion 20% fire While equipped: offense ------ Damage +20% fire Ignore resists +25% fire defense ------ Resistance +20% fire The wearer is treated as a demon. Infernal Breath: Effective talent level: 3.0 Power cost 30 out of 35/35. Range melee/personal Cooldown: 19 Travel.spd instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 293.63 fire damage, and flames will be left dealing a further 68.68 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
The Gaping Maw (72-108 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Unique] Nature/Disrupt Weapon Damage 72.0 - 108.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +50 acid +50 nature slow On Critical: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: Stats +0 Str +0 Wil offense ------ Damage +0% nature other ------- Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
Spelldrinker (27-35 power, 8 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Swordbreaker (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+5 eff.) Physical save +15 (+4 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Astelrid's Clubstaff (45-68 power, 4 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Unique] Arcane Weapon Damage 45.0 - 67.5 Physical Uses 40% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% While equipped: Stats +4 Mag offense ------ Spellpower +15 (+8 eff.) Damage +25% nature defense ------ Healmod +25% Improves the contribution of primary stats on infusions and runes by 15% Like its former owner, this was once an instrument of altruistic healing, before fury and fear caused its twisting into a sadistic weapon. Surges of restorative magic can be faintly felt under the layers of plaster and sharp surgical equipment. |
Borosk's Hate (60-96 power, 22 apr)3.0 Encumbrance T5 greatsword 2H weapon [Unique] Master Weapon Damage 60.0 - 96.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con other ------- Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Colaryem (48-77 power, 12 apr)3.0 Encumbrance T3 greatsword 2H weapon [Unique] Arcane Weapon Damage 48.0 - 76.8 Physical Uses 130% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +11.0% Attack Speed 50% While equipped: Stats +7 Dex offense ------ Move Speed +10% Damage +7% lightning defense ------ Fatigue -12% Resistance +7% lightning other ------- Encumbrance +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Dethblyd (70-112 power, 18 apr)3.0 Encumbrance T5 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 70.0 - 112.0 Physical Uses 10% Mag, 130% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +18 Critical Rate +20.0% Attack Speed 100% Lifesteal +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con other ------- Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
Latafayn (68-109 power, 5 apr)3.0 Encumbrance T4 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 68.0 - 108.8 Physical Uses 125% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +10.0% Attack Speed 100% Lifesteal +8% Damage Conversion 50% fire burn While equipped: Stats +3 Cun +5 Str offense ------ Damage +10% darkness +15% fire defense ------ Resistance +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 9 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
Merkul's Second Eye4.0 Encumbrance T3 longbow 2H weapon [Unique] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 Projectile Speed +400% On Hit: 100% Arcane Eye level 4 While equipped: offense ------ On-Ranged-Hit 25 arcane other ------- Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
sundering dragonbone longbow4.0 Encumbrance T5 longbow 2H weapon [Ego+] Master Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Attack Speed 100% Range +10 On Critical: * Sunder's the enemy's weapon for 5 turns. Longbows are used to shoot arrows at your foes. |
sundering dragonbone longbow of true flight4.0 Encumbrance T5 longbow 2H weapon [Ego++] Master Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Attack Speed 100% Range +10 On Critical: * Sunder's the enemy's weapon for 5 turns. While equipped: offense ------ Physical Crit +12.0% Accuracy +14 (+3 eff.) Longbows are used to shoot arrows at your foes. |
Punae's Blade (46-64 power, 4 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Master Weapon Damage 46.0 - 64.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% While equipped: offense ------ Physical Crit +20.0% Combat Speed +20% defense ------ Defense +40 (+14 eff.) Evasion +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
truestriking stralite longsword of exorcism (32-45 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Ego++] Master Weapon Damage 32.0 - 44.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% Damage Against +10% Undead On Critical: * On a Crit, strike your target with a blast of Light dealing 154 damage (based on StreSngth and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 38 for the duration. While equipped: offense ------ Critical power +18.00% Ignore resists +13% physical Accuracy +21 (+5 eff.) Ignore Armor +9 Sharp, long, and deadly. |
Thunderfall (50-70 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Unique] Psionic Weapon Damage 50.0 - 70.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +50 lightning +50 physical On-crit, radius 2 +100 lightning +100 physical Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 51 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Nexus of the Way (22-24 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 22.0 - 24.2 Mind Uses 60% Wil, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Cun +6 Wil offense ------ Mind Crit +9% Mindpower +18 (+6 eff.) Damage +20% mind Ignore resists +20% mind defense ------ Resistance +20% mind Confus Resist +30% Wayist: (Instant) Effective talent level: 1.0 Power cost 51 out of 60/60. Range 4 Cooldown: 45 Travel.spd instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 45 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Hare-Skin Sling4.0 Encumbrance T3 sling 1H weapon [Unique] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: Stats +10 Lck offense ------ Physical Crit +5.0% Move Speed +20% defense ------ Defense +10 (+4 eff.) other ------- Masteries +0.20 Cunning/Survival Inertial Shot: Effective talent level: 3.0 Power cost 7 out of 8/8. Range 10 Cooldown: 7 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Eclipse (18-22 power, 4 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 32 [Unique] Arcane Weapon Damage 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +12 (+7 eff.) Damage +15% light +15% physical +15% darkness +15% temporal other ------- Positive/turn +0.10 Negative/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Gravitational Staff (30-36 power, 8 apr, physical element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 35 [Unique] Arcane Weapon Damage 30.0 - 36.0 Gravity pin Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +8 Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +25 (+13 eff.) Damage +20% physical +10% temporal defense ------ Resistance +15% physical other ------- Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Effective talent level: 3.0 Power cost 12 out of 14/14. Range 6 Cooldown: 5 Travel.spd instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 76.98 physical (gravity) damage. Each target moved beyond the first increases the damage by 9.62 (up to a maximum of 38.49 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Telos's Staff (Bottom Half)5.0 Encumbrance staff 1H weapon Reqs Mag 35 [Unique] Arcane A part of set. Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Attack Speed 100% While equipped: Stats +4 Mag offense ------ Spell Crit +8% Critical power +20.00% Damage +20% acid +20% cold defense ------ Mind save +8 (+3 eff.) Confus Resist +20% other ------- Max mana +50.00 The bottom part of Telos' broken staff. |
The Schism (20-24 power, 4 apr, arcane element) The Schism (20-24 power, 4 apr, arcane element)5.0 Encumbrance T3 staff 1H weapon Reqs Mag 20 [Unique] Arcane Weapon Damage 20.0 - 24.0 Arcane Uses 100% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% On Crit: 21% Unstable Vortex level 2 While equipped: offense ------ Spell Crit +3% Spellpower/crit +3 Damage +29% arcane +16% temporal Ignore resists +17% arcane +22% temporal defense ------ Anomaly Control +3 other ------- Mana/turn +1.00 On Spell Hit: 11% Manahread level 3 On Spell Hit: 24% Scismlash level 1 Each turn the stats on this staff fluctuate and the damage type has a 50% chance to change from Temporal to Arcane and vice versa. This 'staff' is short enough to be wielded in one hand and is too unstable to command. This staff, whose upper half seems trapped in a never ending explosion, looks like it was an attempt to blend arcane and temporal energies. The result is both wildly successful and horribly unstable. |
Malediction (40-48 power, 15 apr)3.0 Encumbrance T4 waraxe 1H weapon [Unique] Arcane Weapon Damage 40.0 - 48.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On-Hit, radius 1 +25 blight On Hit: 10% Curse of Death level 3 On Hit: 10% Curse of Vulnerability level 3 While equipped: offense ------ Spellpower +20 (+11 eff.) Damage +20% blight On Spell Hit: 10% Curse of Impotence level 3 On Spell Hit: 10% Curse of Defenselessness level 3 The land withers and crumbles wherever this cursed axe rests. |
Yvysera (34-47 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Rare] Psionic Weapon Damage 33.5 - 46.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-hit +18 mind On Hit: * 26% chance to reduce all saves and defense by 26 While equipped: Stats +6 Dex +2 Mag +6 Wil +5 Cun defense ------ Resistance +6% acid +6% mind +6% blight Crit Resistance 15.00% Unlife -80.00 life Poison Resist +20% other ------- Infravision +3 One-handed war axes. |
stralite waraxe 'Bilewinnow' (32-46 power, 14 apr)3.0 Encumbrance T4 waraxe 1H weapon [Random Unique] Master/Psionic Weapon Damage 32.5 - 45.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +6.5% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Critical: * Sunder's the enemy's weapon for 5 turns. While equipped: offense ------ Physical Crit +9.0% Damage +12% nature Ignore resists +15% nature On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +3% light +9% fire One-handed war axes. |
Hydra's Bite (56-62 power, 7 apr)3.0 Encumbrance T4 whip 2H weapon [Unique] Nature/Master Weapon Damage 56.0 - 61.6 Physical Uses 40% Dex, 90% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +14.0% Attack Speed 125% On Hit: 10% Lightning Breath level 3 On Hit: 10% Poison Breath level 3 On Hit: 10% Acid Breath level 3 On Hit: * hit up to two adjacent enemies While equipped: offense ------ Damage +12% acid +12% nature +12% lightning This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
Cord of the Steeled Mind Cord of the Steeled Mind1.0 Encumbrance T2 belt armor [Unique] Psionic While equipped: offense ------ Mindpower +4 (+2 eff.) defense ------ Physical save +11 (+3 eff.) Mind save +10 (+4 eff.) Confus Resist +21% Stun Resist +23% other ------- Talents +1 Iron Resolve Iron Resolve: Through sheer Willpower, you become more resilient to damage. Increases resistance to all damage by 28.5%. This bonus is based off of your Willpower stat. A belt of metal woven together so tightly no mortal hands could have crafted it. Yet somehow, it bends easily to your will. |
Jaw of Rogroth1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +5 (+3 eff.) other ------- Vim/kill +4.00 Max souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 21 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Slippery Belt Slippery Belt1.0 Encumbrance T1 belt armor [Unique] Nature/Unknown While equipped: Stats +8 Cun +8 Wil offense ------ Damage +10% nature defense ------ Resistance +20% nature other ------- EQ/turn -0.50 On Mind Hit: 15% Slime Spit level 1 It took quite a bit more effort to lash the tentacles into a belt than expected. It pulses with horrific energy. |
Cloth of Dreams (10 def, 0 armour)2.0 Encumbrance T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +6 (+2 eff.) defense ------ Defense +10 (+4 eff.) Resistance +15% mind Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+4 eff.) other ------- Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Effective talent level: 3.0 Power cost 9 out of 25/25. Range 7 Cooldown: 7 Travel.spd instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 42 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Gadann the elven-silk cloak (3 def, 13 armour)2.0 Encumbrance T5 cloak armor [Rare] Master While equipped: Stats +9 Con offense ------ Critical power +20.00% Ignore resists +15% physical Accuracy +30 (+7 eff.) defense ------ Armor +13 Defense +3 (+1 eff.) Resistance +30% cold Physical save +9 (+3 eff.) Unlife -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Prismmistress' (2 def, 21 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Str offense ------ Physical Power +20 (+5 eff.) Ignore resists +10% light defense ------ Armor +21 Defense +2 (+1 eff.) Resistance +18% cold Physical save +9 (+3 eff.) other ------- Stamina/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +23 (+12 eff.) Damage +20% temporal +20% physical Ignore resists +20% temporal +20% physical When Hit 20 physical 10 temporal defense ------ Armor +3 Defense +9 (+3 eff.) Resistance +10% temporal +10% physical +13% all Temporal Reprieve: Effective talent level: 1.0 Power cost 43 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+3 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
fleetfooted pair of voratun boots of momentum (10 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego++] Master While equipped: Stats +5 Dex defense ------ Armor +5 Defense +10 (+4 eff.) Fatigue +4% Pinning Resist +25% Stun Resist +22% Knockbk Resist +24% Blinding Speed: (Instant) Puts all charms on 34 turn cooldown Effective talent level: 1.3 Power cost 34 out of 40/40. Range melee/personal Cooldown: 24 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 17% for 5 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of hardened leather boots of onslaught (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Nature/Master While equipped: offense ------ Physical Power +6 (+2 eff.) defense ------ Armor +3 Resistance +7% lightning +8% temporal Physical save +10 (+3 eff.) Take an offensive stance for 10 turns. As you attack your foes, you knock your target and foes adjacent to them in a frontal arc back (up to 3 grids).. Uses 26 power out of 30/30 A pair of boots made of leather. |
grounding pair of iron boots of evasion (3 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego+] Nature/Master While equipped: defense ------ Armor +3 Defense +3 (+1 eff.) Fatigue +2% Resistance +6% lightning +6% temporal Evasion: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 3.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 39 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
invigorating pair of dwarven-steel boots of kicking (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego++] Nature/Master While equipped: offense ------ Move Speed +10% Accuracy +10 (+2 eff.) defense ------ Armor +4 Fatigue -2% Physical save +6 (+2 eff.) Life +33.00 other ------- Stamina/turn +0.30 Knockback Kick: Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 29 Travel.spd instantaneous Description: You kick your foe back, booting it for 100% weapon damage, knocking it back 3 tiles, and stunning it for 2 turns, as well as knocking aside all foes in its path. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Squalorborn' (0 def, 8 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +24% fire +6% nature +18% mind When Hit 4 nature defense ------ Armor +8 Resistance +9% nature other ------- Infravision +2 A pair of boots made of leather. |
pair of hardened leather boots of repreive (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue -4% other ------- Stamina/turn +2.00 Second Wind: (Instant) Puts all charms on 51 turn cooldown Effective talent level: 1.3 Power cost 51 out of 60/60. Range melee/personal Cooldown: 49 Travel.spd instantaneous Description: Take a deep breath to recover 112 stamina. The stamina recovery improves with your Strength and Willpower. A pair of boots made of leather. |
wanderer's pair of dwarven-steel boots of repreive (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +3 Cun +3 Con defense ------ Armor +4 Fatigue -2% Physical save +14 (+4 eff.) Mind save +12 (+5 eff.) other ------- Stamina/turn +2.00 Second Wind: (Instant) Puts all charms on 51 turn cooldown Effective talent level: 2.6 Power cost 51 out of 60/60. Range melee/personal Cooldown: 49 Travel.spd instantaneous Description: Take a deep breath to recover 180 stamina. The stamina recovery improves with your Strength and Willpower. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bereharaleg the voratun gauntlets (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Rare] Arcane While equipped: Stats +5 Mag +13 Wil +6 Cun offense ------ Mind Crit +8% On-Hit 9 acid 10 fire 10 cold 10 lightning defense ------ Armor +3 Fatigue +5% Resistance +15% mind Unarmed combat: Weapon Damage 30.0 - 42.0 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On-hit +18 ice +23 fire +29 acid +28 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Dakhtun's Gauntlets (0 def, 6 armour)1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% On-hit +20 arcane On Hit: 10% Displacement Shield level 3 On Hit: 15% Wave of Power level 1 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. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+7 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Unarmed combat: Weapon Damage 23.0 - 32.2 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +4.0% Attack Speed 83% On-hit +20 lightning On Hit: 20% Chain Lightning level 2 On Hit: 15% Nova level 1 On Spell Hit: 10% Lightning level 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Thunderdeath (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ On-Hit 5 mind 4 temporal Damage +4% mind +3% temporal Ignore resists +15% lightning On-Hit (Melee): * 20% chance to reduce armor by 21% defense ------ Armor +2 Resistance +12% lightning +12% darkness Mind save +5 (+2 eff.) Unarmed combat: Weapon Damage 18.5 - 20.4 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +9 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Damage Conversion 10% mind 10% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Velulle the Suntooth (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 blight 6 physical Damage +6% blight +5% physical Ignore resists +10% light When Hit 8 arcane On-Hit (Melee): * 20% chance to reduce armor by 21% defense ------ Armor +3 Fatigue +5% Resistance +27% acid +5% arcane +6% light Physical save +9 (+3 eff.) Unarmed combat: Weapon Damage 32.0 - 44.8 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +12 Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% Damage Conversion 10% blight 10% physical Metal gloves protecting the hands up to the middle of the lower arm. |
restful voratun gauntlets of the starseeker (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego+] Arcane/Psionic While equipped: Stats +3 Cun +3 Mag defense ------ Armor +3 Fatigue +5% Resistance +7% light +6% darkness Life Regen +7.00 other ------- Stamina/turn +1.20 Max stamina +27.00 Infravision +2 Unarmed combat: Weapon Damage 31.5 - 44.1 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On-crit, radius 2 +19 light +18 darkness On Hit: 10% Nightmare level 5 Starfall: Puts all charms on 17 turn cooldown Effective talent level: 1.0 Power cost 17 out of 20/20. Range 6 Cooldown: 11 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 48.97 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
scouring drakeskin leather gloves of butchering (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego++] Disrupt While equipped: offense ------ Physical Power +9 (+2 eff.) Accuracy +9 (+2 eff.) Ignore Armor +10 When Hit: * 28 arcane resource burn defense ------ Armor +3 Resistance +12% blight Spell save +32 (+14 eff.) Unarmed combat: Weapon Damage 25.5 - 28.1 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +17 Critical Rate +5.0% Attack Speed 100% On Hit: * 17% chance to reduce armor by 21% * 22 arcane resource burn * 14% chance to slow global speed by 53% 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 Encumbrance T4 hands armor [Ego+] Master While equipped: Stats +4 Cun +3 Dex offense ------ Accuracy +5 (+1 eff.) Ignore Armor +7 defense ------ Armor +3 Fatigue +5% Unarmed combat: Weapon Damage 29.0 - 40.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +22 Critical Rate +10.0% Attack Speed 83% On Hit: 15% Perfect Strike level 5 Steady Shot: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range 10 Cooldown: 2 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. |
Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+3 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+3 eff.) Spell save +12 (+6 eff.) Mind save +12 (+5 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
aegis cashmere wizard hat of madness (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +3 Cun +2 Wil offense ------ Mind Crit +6% defense ------ Defense +2 (+1 eff.) Shield Power +5% Mind save +14 (+5 eff.) Life Regen +2.30 Hateful Whisper: Puts all charms on 13 turn cooldown Effective talent level: 4.0 Power cost 13 out of 15/15. Range 5 Cooldown: 9 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 134 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.2 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 30% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
bladed dwarven-steel helm of ire (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats +8 Str +3 Con defense ------ Armor +4 Fatigue +4% Physical save +7 (+2 eff.) Mind save +5 (+2 eff.) Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 11 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 789.6 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
champion's dwarven-steel helm of ire (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats +6 Str +3 Wil +1 Con defense ------ Armor +4 Fatigue +4% Physical save +8 (+2 eff.) Mind save +15 (+6 eff.) other ------- Light +1 Battle Cry: Puts all charms on 24 turn cooldown Effective talent level: 2.6 Power cost 24 out of 28/28. Range melee/personal Cooldown: 29 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
shimmering elven-silk wizard hat of madness (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego+] Arcane/Psionic While equipped: Stats +7 Cun +10 Wil offense ------ Mind Crit +7% Damage +17% arcane defense ------ Defense +3 (+1 eff.) Mind save +21 (+8 eff.) other ------- Max mana +10.00 Hateful Whisper: Puts all charms on 13 turn cooldown Effective talent level: 2.0 Power cost 13 out of 15/15. Range 5 Cooldown: 9 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 98 Mind damage and spreads amongst your foes, dealing damage and feeding you 2.3 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 2 tiles if one is available; beyond this, all affected targets have a 21% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Blackfire Aegis (8 def, 18 armour, 57-68 power, 235 block)7.0 Encumbrance T4 shield armor [Unique] Arcane When used to Attack: Weapon Damage 57.0 - 68.4 Stunning fire Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +7.0% Block +235 Damage Conversion 50% darkness On Hit: * releases a burst of dark fire, dealing damage equal to your magic stat While equipped: offense ------ Spellpower +8 (+5 eff.) When Hit 24 darkness 24 fire defense ------ Armor +18 Defense +8 (+3 eff.) Ranged Defense +12 (+4 eff.) Fatigue +25% Resistance +20% darkness +35% fire other ------- Talents +1 Block This rugged stone shield flickers with bursts of pitch black flame. |
Fire Dragon Shield (16 def, 9 armour, 58-70 power, 220 block)7.0 Encumbrance T4 shield armor [Unique] Nature/Master When used to Attack: Weapon Damage 58.0 - 69.6 Fire Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +220 While equipped: offense ------ On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. When Hit 17 fire defense ------ Armor +9 Defense +16 (+6 eff.) Ranged Defense +15 (+5 eff.) Fatigue +20% Resistance +35% fire Affinity +15% fire other ------- Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block)7.0 Encumbrance T4 shield armor [Unique] Arcane When used to Attack: Weapon Damage 40.0 - 48.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +180 While equipped: offense ------ On shield block: * 30% chance of petrifying the attacker. defense ------ Armor +25 Defense +5 (+2 eff.) Ranged Defense +10 (+4 eff.) Fatigue +12% Resistance +10% acid +10% physical +10% lightning +10% fire other ------- Talents +1 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Titanic (20 def, 18 armour, 48-58 power, 320 block)7.0 Encumbrance T3 shield armor [Unique] Master When used to Attack: Weapon Damage 48.0 - 57.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +320 While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+7 eff.) Ranged Defense +10 (+4 eff.) Fatigue +30% other ------- Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
crystalline dwarven-steel shield of winter (0 def, 6 armour, 32-38 power, 77 block)7.0 Encumbrance T3 shield armor [Ego++] Nature When used to Attack: Weapon Damage 32.0 - 38.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +77 On-hit +18 cold On-crit, radius 2 +18 mind +15 cold While equipped: Stats +3 Wil offense ------ On shield block: * Deals 139 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) * Deals 35 mind and cold damage to each enemy blocked defense ------ Armor +6 Fatigue +8% Resistance +8% mind +22% cold other ------- Talents +1 Block Handheld deflection devices. |
reinforced steel shield of lightning resistance (+16%) (0 def, 6 armour, 16-19 power, 58 block)7.0 Encumbrance T2 shield armor [Ego] Master When used to Attack: Weapon Damage 16.0 - 19.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +58 While equipped: defense ------ Armor +6 Fatigue +8% Resistance +16% lightning other ------- Talents +1 Block Handheld deflection devices. |
Quiver of Domination (17/20, 24-34 power, 8 apr)3.0 Encumbrance T4 arrow ammo [Unique] Psionic Weapon Damage 24.0 - 33.6 Mind Uses 20% Wil, 60% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +2.0% Capacity 20 On Critical: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
deadly quiver of elven-wood arrows of disruption (24/24, 61-85 power, 14 apr)3.0 Encumbrance T4 arrow ammo [Ego+] Disrupt/Master Weapon Damage 61.0 - 85.4 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +2.5% Capacity 24 Damage Against +23% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Arrows are used with bows to pierce your foes to death. |
4 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
43 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
12 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
16 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Yvewyn (dig speed 40 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +20% nature +9% light +5% arcane Crit Resistance 15.00% Mind save +18 (+7 eff.) Life +100.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
9 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
5 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem Arm2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Heart of Poosh5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 85 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Astrion's Eye Astrion's Eye1.0 Encumbrance T2 lite [Unique] Arcane/Nature/Master While equipped: Stats +3 Cun offense ------ Physical Power +15 (+4 eff.) On-Hit 10 frost burn On-Ranged-Hit 10 frost burn Against +5% Elemental When Hit 2 physical defense ------ Affinity +3% lightning +5% cold +3% darkness other ------- Light +6 A glowing blue crystal said to have been once been part of a powerful ice elemental. |
Brand of the Pyrophage Brand of the Pyrophage1.0 Encumbrance T2 lite [Unique] Arcane While equipped: offense ------ Ignore resists +6% fire When Hit 6 fire burn defense ------ Armor +8 Resistance +5% fire burn +5% arcane +7% fire other ------- Light +3 Talents +1 Combust Combust: When hitting a foe under the influence of a fire-based efect (such as burning), you have a 33% chance to cause it to erupt, inflicting 4 Fire damage in a radius of 1, and giving you a stack of Burning Consumption. This increases your Max Mana by 4.0% and life regen by 1.20 for 5 turns. The life regen effect has a maximum value of 50. These effects scale off of the Magic stat. An ash caked iron brand, it burns with a vicious, hungry, red glow. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 22 out of 25/25. Range 5 Cooldown: 11 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 75.18 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 75.18 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(114 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Umbraphage0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+4 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+4 eff.) other ------- Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 157). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 241.86 darkness damage (based on Mindpower and charge). Uses 9 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. |
bright alchemist's lamp of clarity1.0 Encumbrance T3 lite [Ego] Master/Psionic While equipped: defense ------ Mind save +8 (+3 eff.) other ------- Light +6 See Stealth +8 See Invisibility +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's alchemist's lamp of mind rending1.0 Encumbrance T3 lite [Ego++] Master/Psionic While equipped: defense ------ Blind Resist +28% Confus Resist +15% other ------- Light +8 See Stealth +10 See Invisibility +8 Unleash a psionic blast, inflicting 136.68 Mind damage in radius 3 (based on Willpower), possibly confusing creatures in the area for 6 turns Puts all charms on 24 turn cooldown A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 17 out of 25/25. Range 7 Cooldown: 5 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Sigil of the Enclave Sigil of the Enclave2.0 Encumbrance T2 misc tool [Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun +4 Str other ------- Talents +1 Citadel +1 Arcanist +1 Willbreaker Masteries +0.13 Technique/Combat techniques +0.13 Technique/Warcries +0.15 Psionic/Solipsism +0.15 Spell/Ice Two talent increases on this item are guaranteed to be ones you know, the other two are random. The provided combination of talents on this item are passives that increase various stats based on the number of enemies around you in a radius of 2. A token carried by agents of the Enclave, a clandestine organization whose members master various disciplines not normally mixed togther. Whoever uesd to hold this sigil clearly didn't make the cut. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
22 alchemist bloodstone0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
6 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Pouch of the Subconscious (20/20, 38-46 power, 15 apr)3.0 Encumbrance T4 shot ammo [Unique] Psionic Weapon Damage 38.0 - 45.6 Physical Uses 10% Wil, 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 20 On-ranged-hit +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Deloyalen the Dourbearer [power 3] (2/22 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Resistance +3% light +15% darkness +5% arcane Spell save +6 (+3 eff.) Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Radhehir [power 1] (2/22 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +6% lightning +6% temporal +3% acid Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown 100% to heal for 34. Torques are made by powerful psionics to store psionic powers. |
cleansing iron torque of psionic shield [power 27] (2/22 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 22 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
evasive stralite torque of gale force [power 355] (2/13 cooldown)2.0 Encumbrance T4 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 469 physical damage Puts all charms on 13 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
extending stralite torque of gale force [power 330] (2/13 cooldown)2.0 Encumbrance T4 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 436 physical damage Puts all charms on 13 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
piercing dwarven-steel torque of mindblast [power 235] (2/13 cooldown)2.0 Encumbrance T3 torque charm [Ego+] Psionic Blast the opponent's mind dealing 240 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of gale force 'Mifast' [power 360] (2/13 cooldown)2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: Stats +3 Cun offense ------ Ignore resists +25% acid On-Hit (Melee): * 20% chance to reduce armor by 21% defense ------ Resistance +6% light Mind save +9 (+4 eff.) Life +40.00 Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 475 physical damage Puts all charms on 13 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
stralite torque of mindblast 'Smearvile' [power 290] (2/13 cooldown)2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: Stats +5 Mag offense ------ Damage +9% nature When Hit 4 nature On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Resistance +6% nature Crit Resistance 15.00% other ------- Light +3 See Invisibility +12 Blast the opponent's mind dealing 296 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to increase all damage by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Skywrest [power 285] (2/22 cooldown)2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: offense ------ Damage +27% lightning Ignore Armor +3 On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Resistance +9% darkness +1% physical Summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 871 Base Damage: 346 Armor: 36 All Resist: 39 Puts all charms on 22 turn cooldown 100% to heal for 94. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of summon tentacle [power 295] (2/22 cooldown)2.0 Encumbrance T5 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 893 Base Damage: 312 Armor: 21 All Resist: 24 Puts all charms on 22 turn cooldown Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of summon tentacle [power 350] (2/22 cooldown)2.0 Encumbrance T4 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 700 Base Damage: 350 Armor: 32 All Resist: 7 Puts all charms on 22 turn cooldown Natural totems are made by powerful wilders to store nature power. |
overpowered yew totem of thorny skin [power 59] (2/24 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 59 and armour hardiness by 50% Puts all charms on 24 turn cooldown Natural totems are made by powerful wilders to store nature power. |
yew totem of summon tentacle [power 240] (2/22 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 708 Base Damage: 264 Armor: 11 All Resist: 24 Puts all charms on 22 turn cooldown Natural totems are made by powerful wilders to store nature power. |
17 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Cuthublek the ash wand of lightning storm [power 248] (2/15 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: offense ------ Ignore resists +10% arcane Ignore Shields +20% defense ------ Defense +10 (+4 eff.) Mind save +6 (+3 eff.) other ------- Vim-on-crit +2.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 50 lightning damage and will be dazed for 1 turn (252 total damage) Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage penetration by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Yvewen [power 310] (2/13 cooldown)2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: offense ------ Physical Power +15 (+4 eff.) Ignore resists +5% acid When Hit 4 acid defense ------ Armor +8 Defense +20 (+7 eff.) other ------- Stamina/turn +1.00 Max stamina +30.00 Fire a magical bolt dealing 316 lightning damage Puts all charms on 13 turn cooldown 100% to heal for 63. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing elven-wood wand of lightning storm [power 302] (2/13 cooldown)2.0 Encumbrance T4 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 61 lightning damage and will be dazed for 1 turn (308 total damage) Puts all charms on 13 turn cooldown 100% to heal for 46. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of lightning storm [power 230] (2/13 cooldown)2.0 Encumbrance T3 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 46 lightning damage and will be dazed for 1 turn (234 total damage) Puts all charms on 13 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+4 eff.) Item imbue powers: Defense +10 (+4 eff.) Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
17 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By SmatterJaw the Skeleton Bulwark level 34
64th Regrowth 124th year of Ascendancy at 15:39 see stats
Against all odds
Killed Ukruk in the ambush.By SmatterJaw the Skeleton Bulwark level 34
12nd Regrowth 124th year of Ascendancy at 22:04 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By SmatterJaw the Skeleton Bulwark level 43
65th Regrowth 125th year of Ascendancy at 19:32 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By SmatterJaw the Skeleton Bulwark level 43
58th Regrowth 125th year of Ascendancy at 08:52 see stats
Brave new world
Went to the Far East and took part in the war.By SmatterJaw the Skeleton Bulwark level 36
9th Pyre 124th year of Ascendancy at 22:40 see stats
Bringer of Doom
Killed a Bringer of Doom.By SmatterJaw the Skeleton Bulwark level 27
64th Pyre 123rd year of Ascendancy at 21:28 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By SmatterJaw the Skeleton Bulwark level 38
34th Dusk 124th year of Ascendancy at 07:33 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By SmatterJaw the Skeleton Bulwark level 17
63rd Haze 122nd year of Ascendancy at 11:24 see stats
Destroyer's bane
Killed Golbug the Destroyer.By SmatterJaw the Skeleton Bulwark level 35
1st Time of Balance 124th year of Ascendancy at 22:34 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By SmatterJaw the Skeleton Bulwark level 34
45th Regrowth 124th year of Ascendancy at 21:24 see stats
Dragon's Greed
Amassed 8000 gold pieces.By SmatterJaw the Skeleton Bulwark level 38
31st Dusk 124th year of Ascendancy at 14:04 see stats
Earth Master
Killed Harkor'Zun.By SmatterJaw the Skeleton Bulwark level 22
6th Pyre 123rd year of Ascendancy at 09:46 see stats
Exterminator
Killed 1000 creatures.By SmatterJaw the Skeleton Bulwark level 17
70th Haze 122nd year of Ascendancy at 16:54 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By SmatterJaw the Skeleton Bulwark level 27
65th Pyre 123rd year of Ascendancy at 18:19 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By SmatterJaw the Skeleton Bulwark level 29
17th Dusk 123rd year of Ascendancy at 16:53 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By SmatterJaw the Skeleton Bulwark level 30
66th Dusk 123rd year of Ascendancy at 04:17 see stats
Level 10
Got a character to level 10.By SmatterJaw the Skeleton Bulwark level 10
9th Flare 122nd year of Ascendancy at 04:24 see stats
Level 20
Got a character to level 20.By SmatterJaw the Skeleton Bulwark level 20
6th Regrowth 123rd year of Ascendancy at 21:22 see stats
Level 30
Got a character to level 30.By SmatterJaw the Skeleton Bulwark level 30
43rd Dusk 123rd year of Ascendancy at 15:10 see stats
Level 40
Got a character to level 40.By SmatterJaw the Skeleton Bulwark level 40
6th Haze 124th year of Ascendancy at 16:43 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By SmatterJaw the Skeleton Bulwark level 20
7th Regrowth 123rd year of Ascendancy at 00:22 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By SmatterJaw the Skeleton Bulwark level 26
44th Pyre 123rd year of Ascendancy at 16:51 see stats
Size matters
Did over 600 damage in one attack.By SmatterJaw the Skeleton Bulwark level 26
43rd Pyre 123rd year of Ascendancy at 21:32 see stats
Sliders
Activated a portal using the Orb of Many Ways.By SmatterJaw the Skeleton Bulwark level 36
3rd Pyre 124th year of Ascendancy at 01:33 see stats
The Arena
Unlocked Arena mode.By SmatterJaw the Skeleton Bulwark level 13
52nd Dusk 122nd year of Ascendancy at 07:32 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By SmatterJaw the Skeleton Bulwark level 20
53rd Regrowth 123rd year of Ascendancy at 19:08 see stats
The secret city
Discovered the truth about mages.By SmatterJaw the Skeleton Bulwark level 10
3rd Dusk 122nd year of Ascendancy at 00:38 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By SmatterJaw the Skeleton Bulwark level 21
4th Pyre 123rd year of Ascendancy at 21:31 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By SmatterJaw the Skeleton Bulwark level 37
74th Pyre 124th year of Ascendancy at 22:54 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By SmatterJaw the Skeleton Bulwark level 20
53rd Regrowth 123rd year of Ascendancy at 06:26 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By SmatterJaw the Skeleton Bulwark level 29
6th Flare 123rd year of Ascendancy at 09:02 see stats
Treasure Hunter
Amassed 1000 gold pieces.By SmatterJaw the Skeleton Bulwark level 17
72nd Haze 122nd year of Ascendancy at 17:59 see stats
Unstoppable
Returned from the dead.By SmatterJaw the Skeleton Bulwark level 43
3rd Pyre 125th year of Ascendancy at 19:57 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By SmatterJaw the Skeleton Bulwark level 33
9th Regrowth 124th year of Ascendancy at 18:27 see stats
Log
Talent Bleeding Edge is ready to use.
SmatterJaw receives 77 healing.
Orc summoner is weakened by the darkness!
Orc summoner hits SmatterJaw for 61 nature, 10 cold, 11 physical, 57 mind, 10 cold, 11 physical (160 total damage).
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SmatterJaw uses Bleeding Edge.
Orc summoner regains their energy.
Orc summoner roars with rage shaking off 1 mental debuffs!
SmatterJaw performs a melee critical strike against Orc summoner!
Orc summoner starts to bleed.
SmatterJaw uses Juggernaut.
Orc summoner is weakened by the darkness!
Orc summoner is cut deeply.
SmatterJaw hits Orc summoner for 166 physical, 179 physical, 17 physical, 12 darkness, 10 light, 2 physical, 17 physical, 12 darkness, 10 light, 2 physical (428 total damage).
Deep Wound from SmatterJaw hits Orc summoner for 14 physical damage.
Bleeding from SmatterJaw hits Orc summoner for 4 physical damage.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits SmatterJaw for 114 fire damage.
Minotaur hits SmatterJaw for 111 physical, 14 nature, 17 cold (142 total damage).
SmatterJaw the level 43 skeleton bulwark was toasted to death by a ritch flamespitter on level 1 of Gorbat Pride.



















































































































































































