










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Use Item Shortcuts 1.7.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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! Items Vault 1.7.6Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Timed Rest 1.7.0Adds a new command 'Rest for a specific number of turns', initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Notes to Self 1.7.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Sun Paladin (Avatar of a Distant Sun) |
| Level / Exp | 42 / 30% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 103 (base 60) |
| Dexterity | 37 (base 10) |
| Constitution | 18 (base 10) |
| Magic | 99 (base 60) |
| Willpower | 12 (base 10) |
| Cunning | 69 (base 52) |
Resources
| Life | 1364/1364 |
| Positive | 93/93 |
| Stamina | 228/228 |
| Healing Factor | 1.1711363549266 |
| Regeneration | 14.346420347851 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 268 |
| Accuracy | 54 |
| Crit Chance | 78% |
| APR | 28 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 55 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Light | +59% |
| Cold | +34% |
| Fire | +22% |
| All | +7% |
Offense: Damage Penetration
| Lightning | +25% |
| Light | +62% |
| Nature | +15% |
| Physical | +6% |
| Cold | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 64.413408721348 (65.897138898113%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 27 |
| Physical Save | 40 |
| Spell Save | 54 |
| Mental Save | 49 |
Defense: Resistances
| Acid | + 46%( 70%) |
| Blight | + 53%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 28%( 70%) |
| All | + 12%( 70%) |
| Lightning | + 34%( 70%) |
| Light | + 50%( 70%) |
| Temporal | + 20%( 70%) |
| Mind | + 17%( 70%) |
| Darkness | + 25%( 70%) |
| Fire | + 18%( 70%) |
| Nature | + 38%( 70%) |
Defense: Immunities
| Stun Resistance | 28% |
| Confusion Resistance | 58% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 43% |
| Silence Resistance | 20% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 425 damage for 4 turns. Its effects scale with your Magic 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 142 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: BlinkUse mode: Activated Range: 6 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Celestial / Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 4/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Shield of Light |
| talent | Gravitic Effulgence |
| talent | Weapon of Light |
| talent | Searing Sight |
| talent | Weapon of Wrath |
| talent | Retribution |
| talent | Chant of Fortitude |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
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. | active |
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 killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by QED. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Xerorayann the cold drake. Escort: lost sun paladin (level 1 of Daikara) | failed |
You failed to protect the lost sun paladin from death by QED. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by Aletta Soultorn. Escort: repented thief (level 3 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 744. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 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 |
Equipment
| On feet | undeterred pair of hardened leather boots of invasion (0 def, 3 armour) =Anti-Debuff=2.0 T3 feet armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +4 (+1 eff.) Res.pen +6% physical ----- def ----- Armour +3 Silence- +20% Confus- +38% Stun/Frz- +28% A pair of boots made of leather. |
| Light source | Gurig the dwarven lantern =3 Con, HP reg=1.0 T5 lite [Rare] Nature While equipped: Stats +2 Wil +3 Con ----- def ----- Defense +30 (+10 eff.) Resists +14% blight HP.reg +9.00 Disease- +20% Cut- +20% ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Gorevalor (0 def, 4 armour) =Slow+Good res=3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +8 Dex dps ---------- Dmg.mod +9% cold Res.pen +15% nature +15% lightning Melee Ret 6 lightning On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Armour +4 Fatigue +4% Resists +15% acid +15% lightning +15% blight Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 683.6 Physical damage. If the attack hits, the target is confused (36% 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. |
| On hands | Amukhad the Gleamwild (0 def, 2 armour) =LIGHT DMG=1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +18% light +18% cold Res.pen +15% light +25% cold Acc +16 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% ---------- misc Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Koramadas the Lustrespitter [power 69] (25 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +1 Str +2 Wil +2 Cun ----- def ----- Resists +6% light +5% arcane Spell.save +12 (+4 eff.) Setup a psionic shield, reducing all damage taken by 69 for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | painweaver's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +8 (+3 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +5% all Acc +10 (+3 eff.) Apr +10 ----- def ----- Defense +7 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 93% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | Xerita =Resists=0.1 T5 ring jewelry [Rare] Master While equipped: Stats +6 Str dps ---------- Dmg.mod +3% acid On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +12 Resists +6% blight +6% cold +20% nature +9% temporal Rings make your fingers look great! |
| Around neck | Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
| In main hand | Dethblyd (70-112 power, 18 apr) =God!?=3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 70.0 - 112.0 Physical Uses 60% Mag, 130% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +18 Crit +20.0% Atk.spd 100% HP.leech +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 ---------- misc 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. |
| Around waist | hardened leather belt 'Ragylalen'1.0 T3 belt armor [Rare] Arcane While equipped: Stats +7 Mag ----- def ----- Armour +6 Resists +6% cold +6% mind +15% nature Mind.save +6 (+2 eff.) Cut- +20% Confus- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.23 Max.mana +27.00 A belt that goes around your waist. |
| In off hand | living voratun shield of crushing (0 def, 10 armour, 75-90 power, 191.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Nature/Master When used to Attack: Power 75.0 - 90.0 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +192 Melee+ +15 nature On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +13 (+3 eff.) ----- def ----- Armour +10 Fatigue +8% Resists +14% nature +17% blight Max.HP +86.00 ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Nimbusorder the cashmere cloak (2 def, 0 armour) =Multi-res=2.0 T3 cloak armor [Rare] Nature While equipped: Stats +1 Mag dps ---------- Spell.crit +2% Dmg.mod +9% light Res.pen +10% lightning Melee Ret 6 lightning ----- def ----- Defense +2 (+0 eff.) Resists +8% acid +12% light +7% fire +6% cold +7% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Daimoroddadehir the voratun mail armour (15 def, 21 armour)14.0 T5 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Cun dps ---------- Phys.pwr +15 (+3 eff.) ----- def ----- Armour +21 Defense +15 (+5 eff.) Fatigue +12% Resists +3% lightning Mind.save +21 (+7 eff.) Heal.mod +10% Poison- +20% Pinning- +20% A suit of armour made of mail. |
Inventory
Elixir of Invulnerability2.0 potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Primal Infusion (affinity 11%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion (die at -238; dur 8; cd 30)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -238 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 238 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the duelist (range 5; phase 14; cd 14)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 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 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Dexterity 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 psychic (range 3; phase 12; cd 20)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 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 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 4; phase 11; cd 18)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 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 11%, your defense is increased by 11 and all your resistances by 11%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the titan (range 4; phase 12; cd 17)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 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 12%, your defense is increased by 12 and all your resistances by 12%. 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. |
blink rune of the wizard (range 6; phase 26; cd 19)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 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 26%, your defense is increased by 26 and all your resistances by 26%. 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. |
Rune of the Rift (198.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 211.86 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. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 57; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 57 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 136; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 136 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 129; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 129 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 197; dur 3; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 197 damage for 3 turns. 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 duelist (absorb 192; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 192 damage for 4 turns. Its effects scale with your Dexterity 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 sneak (absorb 259; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 259 damage for 4 turns. 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. |
shielding rune of the titan (absorb 104; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 104 damage for 4 turns. 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. |
shielding rune of the wizard (absorb 364; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 364 damage for 4 turns. 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. |
stormshield rune (threshold 40; blocks 2; dur 4; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 40 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 titan (threshold 19; blocks 3; dur 4; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 19 up to 3 times. 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. |
stormshield rune of the wizard (threshold 0; blocks 4; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 4 times. 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. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
grounding copper amulet of strength (+3) =STUN=0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +10% lightning Stun/Frz- +24% Amulets make your neck look great! |
insulating copper amulet of cunning (+3) =cold/fire=0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +11% fire +11% cold Amulets make your neck look great! |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
restful steel amulet of mastery (0.10 Celestial / Crusader)0.1 T2 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +1.00 ---------- misc Masteries +0.10 Celestial/Crusader Amulets make your neck look great! |
stabilizing steel amulet of mastery (0.10 Technique / Combat training)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% temporal Pinning- +22% Knockbk- +20% ---------- misc Masteries +0.10 Technique/Combat training Amulets make your neck look great! |
Marduthel the gold amulet0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +5 Wil dps ---------- Crit.mult +20.00% Spell.pwr +10 (+4 eff.) Res.pen +10% blight Melee Ret 10 blight ----- def ----- Fatigue -6% HP.reg +3.00 ---------- misc Max.hate +6.00 Amulets make your neck look great! |
Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 348 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
gold amulet 'Scabflash'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex +5 Mag +3 Cun ----- def ----- Resists +6% nature ---------- misc See.Invis +9 Amulets make your neck look great! |
insulating gold amulet of strength (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +15% fire +15% cold Amulets make your neck look great! |
starlit gold amulet of strength (+5)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Str ----- def ----- Resists +16% light +11% darkness Blind- +22% Amulets make your neck look great! |
Pendant of the Sun and Moons0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+3 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 3.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 24 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
archmage's stralite amulet of magic (+8)0.1 T4 amulet jewelry [Ego+] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) Dmg.mod +5% acid +6% fire +5% cold +6% lightning Amulets make your neck look great! |
serendipitous stralite amulet of vision0.1 T4 amulet jewelry [Ego++] Nature While equipped: Stats +9 Lck dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +17 (+5 eff.) Unseen.red 12% Blind- +25% ---------- misc Infravis +8 Sight +2 See.Invis +12 Amulets make your neck look great! |
starseer's stralite amulet of the eclipse0.1 T4 amulet jewelry [Ego++] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) Melee+ 7 light 9 darkness Dmg.mod +16% light +6% temporal +15% darkness +6% physical On Melee Ret: * 9% chance to reduce damage dealt by 17% * 8% chance to blind Amulets make your neck look great! |
warmaker's stralite amulet of soulsearing0.1 T4 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +6 Str +5 Dex +5 Wil dps ---------- Crit.mult +14.00% Spell.pwr +13 (+5 eff.) Dmg.mod +12% blight +11% fire Amulets make your neck look great! |
warrior's stralite amulet of mastery (0.26 Celestial / Radiance)0.1 T4 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +8% physical ---------- misc Stam/turn +0.20 Masteries +0.26 Celestial/Radiance Amulets make your neck look great! |
Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+6 eff.) Mind.save +18 (+6 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.0 Pwr.cost 10 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 376.32 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
restful voratun amulet of manastreaming0.1 T5 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag dps ---------- S.pwr/crit +4 ----- def ----- Fatigue -5% HP.reg +3.00 ---------- misc Mana/turn +0.47 Max.mana +43.00 Amulets make your neck look great! |
starseer's voratun amulet of the eclipse0.1 T5 amulet jewelry [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) Melee+ 10 light 10 darkness Dmg.mod +17% darkness +7% temporal +12% light +6% physical On Melee Ret: * 5% chance to reduce damage dealt by 17% * 9% chance to blind Amulets make your neck look great! |
voratun amulet of vision0.1 T5 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +10% ---------- misc Infravis +6 Sight +2 See.Invis +5 Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring of clarity =Conf=0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) Confus- +21% Rings make your fingers look great! |
copper ring of perseverance =Stun=0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
psionicist's copper ring of lightning (+20%) =Bolt res=0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Mind.save +4 (+1 eff.) Rings make your fingers look great! |
titan's copper ring of frost (+20%) =Cold=0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Phys.save +6 (+2 eff.) Rings make your fingers look great! |
warrior's copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% light ----- def ----- Armour +6 Resists +22% light Rings make your fingers look great! |
wizard's copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Spell.save +6 (+2 eff.) Rings make your fingers look great! |
Brenudostir the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +9 (+2 eff.) ----- def ----- Armour +2 Defense +10 (+3 eff.) Resists +3% nature +6% blight Confus- +10% Knockbk- +20% Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.79 cold and 8.62 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
gladiator's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +7 (+1 eff.) Acc +8 (+2 eff.) Apr +9 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 93% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
marksman's steel ring of light (+22%) =Light dmg=0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% light Acc +6 (+2 eff.) ----- def ----- Resists +22% light Rings make your fingers look great! |
rogue's steel ring of clarity =Conf=0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Mind.save +5 (+1 eff.) Confus- +21% Rings make your fingers look great! |
rogue's steel ring of light (+20%) =Light dmg=0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% light ----- def ----- Defense +8 (+2 eff.) Resists +20% light Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring 'Floelore' =25 fire res=0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Phys.pwr +10 (+2 eff.) Dmg.mod +31% fire Res.pen +15% cold Melee Ret 4 physical ----- def ----- Resists +26% fire Rings make your fingers look great! |
steel ring of luminosity =Light=0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 15 light Ranged+ 10 light Dmg.mod +12% light Rings make your fingers look great! |
steel ring of warding =FOUR RES=0.1 T2 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +13% acid +10% fire +16% lightning +12% cold Rings make your fingers look great! |
titan's steel ring of perseverance =Stun=0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+3 eff.) HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
wizard's steel ring of fire (+20%)0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +4 Mag dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Spell.save +8 (+2 eff.) Rings make your fingers look great! |
gladiator's gold ring of clarity0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +7 (+1 eff.) ----- def ----- Mind.save +8 (+2 eff.) Confus- +24% Rings make your fingers look great! |
gold ring 'Cyrena'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Wil dps ---------- Spell.pwr +30 (+9 eff.) ----- def ----- Phys.save +11 (+4 eff.) Spell.save +11 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 Max.mana +40.00 Rings make your fingers look great! |
gold ring 'Stormhash'0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Dmg.mod +6% fire Melee Ret 10 lightning ----- def ----- Resists +12% lightning +6% temporal +6% light +12% nature +5% arcane Spell.save +10 (+3 eff.) HP.reg +4.00 Rings make your fingers look great! |
gold ring 'Urthatoldir' =30% acid res=0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +1 Str +2 Wil +3 Cun +2 Con dps ---------- Mind.crit +3% Mind.pwr +15 (+7 eff.) Dmg.mod +15% acid ----- def ----- Resists +30% acid +12% mind Rings make your fingers look great! |
rogue's gold ring of perseverance =STUN=0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+2 eff.) HP.reg +3.00 Stun/Frz- +30% Rings make your fingers look great! |
savior's gold ring0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +9 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +9 (+3 eff.) Rings make your fingers look great! |
Infernowish0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +3 Cun +4 Str dps ---------- Melee Ret 10 fire ----- def ----- Armour +6 Resists +21% acid +6% temporal +6% nature Blind- +57% ---------- misc Infravis +4 See.Stealth +21 See.Invis +20 Rings make your fingers look great! |
Ring of the Archlich0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+3 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+2 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Splendourtitan the stralite ring0.1 T4 ring jewelry [Rare] Master While equipped: Stats +3 Wil +3 Mag dps ---------- Dmg.mod +6% light Res.pen +15% light Melee Ret 8 arcane ----- def ----- Resists +6% light Max.HP +40.00 Disarm- +44% Pinning- +40% Knockbk- +44% ---------- misc See.Invis +12 Rings make your fingers look great! |
conjurer's stralite ring of perseverance =STUN=0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Mag +7 Wil dps ---------- Spell.pwr +8 (+3 eff.) ----- def ----- HP.reg +4.00 Stun/Frz- +40% Rings make your fingers look great! |
stralite ring of warding =BIG RES=0.1 T4 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +11% acid +18% fire +17% lightning +17% cold Rings make your fingers look great! |
wizard's stralite ring of pilfering0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Mag dps ---------- Acc +11 (+3 eff.) Apr +11 ----- def ----- Defense +11 (+3 eff.) Spell.save +12 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 93% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
conjurer's voratun ring of tenacity0.1 T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +12 (+4 eff.) ----- def ----- Max.HP +37.00 Disarm- +41% Pinning- +36% Knockbk- +25% Rings make your fingers look great! |
wizard's voratun ring of clarity0.1 T5 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +8 Mag ----- def ----- Spell.save +16 (+5 eff.) Mind.save +9 (+3 eff.) Confus- +33% Rings make your fingers look great! |
Belabers (30-36 power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Rare] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +23% Mind.crit +5% Spell.pwr +30 (+9 eff.) S.pwr/crit +10 Dmg.mod +39% arcane +9% blight Phasing +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing stralite battleaxe of massacre (58-87 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego] Arcane/Master Power 58.0 - 87.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 93 damage Massive two-handed battleaxes. |
truestriking stralite battleaxe of erosion (41-62 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Nature/Master Power 41.0 - 61.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +19 nature While equipped: dps ---------- Res.pen +13% physical Acc +19 (+5 eff.) Apr +14 Massive two-handed battleaxes. |
Hahad the voratun battleaxe (58-86 power, 4 apr)3.0 T5 battleaxe 2H weapon [Rare] Psionic Power 57.5 - 86.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +35 mind On Hit.r1 +20 blight On Hit: * 44% chance to reduce all saves and defense by 21 While equipped: Stats +2 Str +9 Wil +9 Cun dps ---------- Dmg.mod +6% blight Acc +10 (+3 eff.) ----- def ----- Resists +6% blight Die.at -80.00 life ---------- misc Max.stam +30.00 Massive two-handed battleaxes. |
voratun greatmaul 'Earihir' (81-122 power, 4 apr)5.0 T5 greatmaul 2H weapon [Rare] Master Power 81.0 - 121.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.pwr +30 (+13 eff.) ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Hate/m.crit +5.00 Massive two-handed mauls. |
Flarebone (74-118 power, 4 apr) =BIG DMG=3.0 T5 greatsword 2H weapon [Rare] Master Power 73.5 - 117.6 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.crit +5.0% Dmg.mod +15% fire Res.pen +25% fire +10% physical Massive two-handed swords. |
Blade of Distorted Time (40-56 power, 40 apr) =BIG=3.0 T4 longsword 1H weapon [Unique] Arcane Power 40.0 - 56.0 Physical Uses 70% Mag, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +40 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * deals 119 temporal damage and slows enemies in radius 6 of the target by 129% based on Magic While equipped: dps ---------- Dmg.mod +30% temporal +30% physical ----- def ----- Def/telep +20 Res/telep +20% Dur/telep +20% Blink Blade: Level 4.0 Pwr.cost 10 out of 10/10. Range 8 Travel.spd instantaneous Is a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
voratun longsword 'Furnacerend' (42-59 power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 42.0 - 58.8 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +46 fire On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Phys.pwr +15 (+3 eff.) All.spd +5% Dmg.mod +6% fire Res.pen +10% physical +21% fire ----- def ----- Defense +10 (+3 eff.) Resists +16% acid +10% lightning +13% fire +12% cold +7% all Spell.save +24 (+7 eff.) Sharp, long, and deadly. |
voratun dagger (38-49 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Normal] Power 38.0 - 49.4 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Sharp, short and deadly. |
halfling reinforced leather sling of true flight4.0 T4 sling 1H weapon Reqs Shoot [Ego++] Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: dps ---------- Phys.crit +9.0% Dmg.mod +18% physical Acc +9 (+2 eff.) ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
Belyta the Woeraze (20/46, 54-65 power, 15 apr)3.0 T4 shot ammo [Rare] Arcane Power 54.0 - 64.8 Physical Uses 50% Cun, 50% Mag, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +5.5% Capacity 46 Rld cld 3 Ranged+ +20 cold On Hit.r1 +20 darkness +8 mind On Crit.r2 +20 darkness +12 mind On Hit: * 20% chance to reduce damage dealt by 17% Shots are used with slings to pummel your foes to death. |
pouch of stralite shots of annihilation (13/17, 46-55 power, 10 apr)3.0 T4 shot ammo [Ego+] Master Power 45.5 - 54.6 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +11.5% Capacity 17 Proj.spd +200% Shots are used with slings to pummel your foes to death. |
Shadeobeisance the stralite shield (0 def, 8 armour, 50-59 power, 136.5 block)7.0 T4 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 49.5 - 59.4 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +136 Melee+ +20 mind On Crit.r2 +16 darkness +12 mind While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Armour +8 Fatigue +8% Resists +18% acid +25% cold +6% light +6% blight ---------- misc Talents +1 Block Handheld deflection devices. |
impervious stralite shield (0 def, 15 armour, 46-56 power, 217.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 46.5 - 55.8 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +218 While equipped: Stats +5 Con ----- def ----- Armour +15 Fatigue +8% Phys.save +9 (+3 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
voratun shield of crushing (0 def, 10 armour, 77-92 power, 194.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 77.0 - 92.4 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +194 On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +9 (+2 eff.) ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) =Paradox=2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+7 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+3 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 1.0 Pwr.cost 50 out of 50/50. Range melee/personal 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. |
Crimson Robe (12 def, 0 armour)2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+9 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+4 eff.) Resists +15% all ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.10 Psionic/Solipsism +0.20 Cursed/Slaughter +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
troll-hide rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +36.00 HP.reg +4.30 Heal.mod +11% A suit of armour made of leather. |
Lustrehue (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +15% cold +12% fire Res.pen +25% light ----- def ----- Armour +13 Fatigue +22% Resists +21% acid +12% fire +12% cold A suit of armour made of metal plates. |
Cystnull (25 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature On Hit (Melee): * 20% chance to reduce all saves and defense by 21 ----- def ----- Armour +16 Defense +25 (+8 eff.) Fatigue +22% Resists +18% blight +7% physical Phys.save +20 (+7 eff.) Silence- +20% A suit of armour made of metal plates. |
rough leather belt 'Blindriver' =Light pen=1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +20% light ----- def ----- Resists +6% lightning +6% temporal +9% light ---------- misc Light +1 A belt that goes around your waist. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Viperfury the hardened leather belt =Slow=1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +24% mind Melee Ret 4 mind On Hit (Melee): * 20% chance to slow global speed by 47% * 20% chance to reduce all saves and defense by 21 ----- def ----- Resists +9% lightning +11% temporal +9% mind +6% nature A belt that goes around your waist. |
Ganeg (2 def, 9 armour) =spell/mind save, cold res=2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Mag +2 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Armour +9 Defense +2 (+0 eff.) Resists +6% mind +10% cold Spell.save +12 (+4 eff.) Mind.save +7 (+2 eff.) ---------- misc Max.mana +40.00 Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception =PLOT ITEMM!!!=1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
pair of rough leather boots 'Filthwrack' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Lck +4 Dex dps ---------- Dmg.mod +12% acid +12% nature +3% darkness On Hit (Melee): * 20% chance to slow global speed by 47% * 10% chance to reduce armor by 37% ----- def ----- Armour +1 Resists +6% darkness Stealth +6 A pair of boots made of leather. |
Frost Treads (1 def, 4 armour) =20 cold=2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Porelle the Singebloom (0 def, 3 armour) =acid,fire res=2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Cun +1 Con dps ---------- Res.pen +10% acid +10% fire +10% darkness ----- def ----- Armour +3 Resists +18% acid +18% fire Phys.save +18 (+6 eff.) Mind.save +11 (+3 eff.) A pair of boots made of leather. |
pair of hardened leather boots 'Shineshine' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Con dps ---------- Dmg.mod +21% mind Melee Ret 8 light ----- def ----- Armour +3 Resists +15% mind Phys.save +19 (+6 eff.) Mind.save +19 (+6 eff.) A pair of boots made of leather. |
Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+5 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+2 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 249 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Fatigue +3% Knockbk- +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. |
Vorunn the pair of drakeskin leather boots (0 def, 9 armour) =5 con=2.0 T5 feet armor [Rare] Master While equipped: Stats +4 Cun +5 Con dps ---------- Mind.crit +2% Res.pen +25% mind ----- def ----- Armour +9 Resists +9% acid +6% cold +5% arcane Crit.chn- 5.00% Phys.save +20 (+7 eff.) Mind.save +22 (+7 eff.) A pair of boots made of leather. |
pair of voratun boots 'Earthvile' (0 def, 12 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Wil dps ---------- Mind.crit +4% Dmg.mod +12% mind Melee Ret 10 mind ----- def ----- Armour +12 Fatigue +4% Resists +6% nature Mind.save +6 (+2 eff.) ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
reinforced pair of voratun boots (0 def, 10 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +10 Fatigue +4% Resists +10% acid +8% fire +8% lightning +10% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Samyroyon (0 def, 2 armour) =Crit=1.0 T2 hands armor [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.crit +11.0% Spell.crit +11% Mind.crit +7% Crit.mult +8.00% Dmg.mod +3% mind Res.pen +25% physical On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +2 Resists +3% light +3% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (4 def, 5 armour)1.5 T4 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.crit +12% Mind.pwr +10 (+5 eff.) Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Armour +5 Defense +4 (+1 eff.) Spell.save +10 (+3 eff.) Max.HP +80.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
voratun gauntlets 'Jetreeve' (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: dps ---------- Melee+ 20 temporal Ranged+ 17 temporal Dmg.mod +11% temporal Res.pen +20% acid +15% darkness Acc +9 (+2 eff.) Melee Ret 8 mind On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +3 Fatigue +5% Resists +13% temporal Phys.save +8 (+3 eff.) Mind.save +8 (+2 eff.) HP.reg +8.00 Disarm- +46% ---------- misc Stam/turn +2.00 Max.stam +17.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
elven-silk wizard hat 'Floeshear' (3 def, 0 armour) =Big res=2.0 T5 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% lightning +9% cold On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +3 (+1 eff.) Resists +27% lightning +6% darkness +6% fire +24% cold +9% acid A pointy cloth hat, very wizardly... |
warlord's hardened leather cap of fortune (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature While equipped: Stats +5 Str +4 Wil +8 Lck dps ---------- Phys.crit +4.0% Spell.crit +3% Mind.crit +5% Phys.pwr +9 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +8% physical Phys.save +8 (+3 eff.) A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Helm of the Dominated (0 def, 9 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +10 (+4 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
defender's dwarven-steel helm of might (7 def, 10 armour) =Res ALL=3.0 T3 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +4 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +10 Defense +7 (+2 eff.) Fatigue +4% Resists +4% all Phys.save +8 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
17 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
16 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
632 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
77 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(54 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Isunor' =Stun=2.0 T1 lite [Rare] Nature While equipped: Stats +1 Wil ----- def ----- Mind.save +3 (+1 eff.) Max.HP +66.00 Stun/Frz- +10% ---------- misc Stam/turn +2.00 Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Nybers the Phoenixumbra =crit mult=1.0 T3 lite [Rare] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +3.0% Crit.mult +13.00% Phys.pwr +7 (+1 eff.) Dmg.mod +6% fire ----- def ----- Resists +6% light +9% temporal Max.HP +20.00 Heal.mod +20% Poison- +10% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
void-walker's alchemist's lamp of illusion1.0 T3 lite [Ego++] Arcane/Psionic While equipped: ----- def ----- Defense +8 (+2 eff.) Resists +7% cold +7% temporal Phys.save +13 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +12 (+4 eff.) Def/telep +11 Res/telep +14% Dur/telep +16% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Betymira =silen/conf=1.0 T5 lite [Rare] Master While equipped: ----- def ----- Resists +15% cold +5% arcane +6% darkness HP.reg +4.00 Heal.mod +5% Silence- +20% Confus- +20% ---------- misc Light +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+4 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 36.36 cold damage and 29.04 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 140.61 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 140.61 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 149% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 637.72 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Berymafang [power 170] (15 cooldown) =Silence=2.0 T2 torque charm [Rare] Psionic While equipped: Stats +6 Str dps ---------- Mind.pwr +15 (+7 eff.) Res.pen +10% acid Acc +10 (+3 eff.) ----- def ----- Armour +8 Die.at -40.00 life Blast the opponent's mind dealing 182 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 48. Torques are made by powerful psionics to store psionic powers. |
Betysema [power 2] (25 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Melee Ret 8 physical ----- def ----- Defense +10 (+3 eff.) Resists +9% cold Crit.chn- 15.00% Die.at -80.00 life ---------- misc Stam/turn +3.00 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to gain a 24% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Eilinimildanne [power 250] (15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +4 Str +5 Mag +3 Wil ---------- misc Equi/ret +0.12 Max.psi +30.00 Light +3 Infravis +3 Blast the opponent's mind dealing 268 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Glaciercut [power 170] (11 cooldown) =Cold res=2.0 T3 totem charm [Random Unique] Nature While equipped: ----- def ----- Resists +5% arcane +18% cold Sting an enemy dealing 182 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+5 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 191 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Shivercutter the elven-wood wand of shielding [power 386] (20 cooldown) =SLOW=2.0 T4 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% nature +3% cold Res.pen +20% acid On Hit (Melee): * 20% chance to slow global speed by 47% * 20% chance to reduce armor by 37% ----- def ----- Resists +6% acid +15% cold Create a shield absorbing up to 386 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Cloudraider [power 13] (15 cooldown) =4 CON=2.0 T5 wand charm [Rare] Arcane While equipped: Stats +4 Mag +4 Con dps ---------- Dmg.mod +9% lightning Res.pen +25% lightning Reveal the area around you, dispelling darkness (radius 13, power 88 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase all damage by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By QED the Skeleton Sun Paladin level 33
65th Haze 123rd year of Ascendancy at 08:05 see stats
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By QED the Skeleton Sun Paladin level 28
28th Dusk 123rd year of Ascendancy at 18:29 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By QED the Skeleton Sun Paladin level 32
62nd Haze 123rd year of Ascendancy at 08:25 see stats
Arachnophobia (Nightmare (Roguelike) difficulty)
Destroyed the spydric menace.By QED the Skeleton Sun Paladin level 36
13rd Pyre 124th year of Ascendancy at 06:20 see stats
Are you out of your mind?! (Nightmare (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By QED the Skeleton Sun Paladin level 38
26th Pyre 124th year of Ascendancy at 11:25 see stats
Back and there again (Nightmare (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By QED the Skeleton Sun Paladin level 40
65th Pyre 124th year of Ascendancy at 18:37 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By QED the Skeleton Sun Paladin level 35
76th Haze 123rd year of Ascendancy at 19:30 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By QED the Skeleton Sun Paladin level 22
5th Allure 123rd year of Ascendancy at 21:03 see stats
Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
Killed Borius in the Bearscape.By QED the Skeleton Sun Paladin level 27
64th Pyre 123rd year of Ascendancy at 16:32 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By QED the Skeleton Sun Paladin level 15
62nd Dusk 122nd year of Ascendancy at 07:02 see stats
Destroyer of the creation (Nightmare (Roguelike) difficulty)
Killed Slasul.By QED the Skeleton Sun Paladin level 37
21st Pyre 124th year of Ascendancy at 03:20 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By QED the Skeleton Sun Paladin level 34
72nd Haze 123rd year of Ascendancy at 03:36 see stats
Don't Poosh it! (Nightmare (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By QED the Skeleton Sun Paladin level 31
48th Haze 123rd year of Ascendancy at 07:04 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By QED the Skeleton Sun Paladin level 34
71st Haze 123rd year of Ascendancy at 20:48 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By QED the Skeleton Sun Paladin level 17
6th Haze 122nd year of Ascendancy at 22:39 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By QED the Skeleton Sun Paladin level 26
58th Regrowth 123rd year of Ascendancy at 10:59 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By QED the Skeleton Sun Paladin level 23
17th Regrowth 123rd year of Ascendancy at 03:23 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By QED the Skeleton Sun Paladin level 28
28th Dusk 123rd year of Ascendancy at 17:47 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By QED the Skeleton Sun Paladin level 10
7th Flare 122nd year of Ascendancy at 08:25 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By QED the Skeleton Sun Paladin level 20
24th Haze 122nd year of Ascendancy at 19:02 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By QED the Skeleton Sun Paladin level 30
56th Dusk 123rd year of Ascendancy at 07:02 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By QED the Skeleton Sun Paladin level 40
63rd Pyre 124th year of Ascendancy at 12:37 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By QED the Skeleton Sun Paladin level 25
38th Regrowth 123rd year of Ascendancy at 09:56 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By QED the Skeleton Sun Paladin level 34
72nd Haze 123rd year of Ascendancy at 09:26 see stats
Tales of the Spellblaze (Nightmare (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By QED the Skeleton Sun Paladin level 28
28th Dusk 123rd year of Ascendancy at 18:29 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By QED the Skeleton Sun Paladin level 9
2nd Flare 122nd year of Ascendancy at 21:27 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By QED the Skeleton Sun Paladin level 41
42nd Dusk 124th year of Ascendancy at 06:54 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By QED the Skeleton Sun Paladin level 22
7th Allure 123rd year of Ascendancy at 07:29 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By QED the Skeleton Sun Paladin level 11
2nd Dusk 122nd year of Ascendancy at 01:43 see stats
There and back again (Nightmare (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By QED the Skeleton Sun Paladin level 38
43rd Pyre 124th year of Ascendancy at 09:47 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By QED the Skeleton Sun Paladin level 22
6th Allure 123rd year of Ascendancy at 03:32 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By QED the Skeleton Sun Paladin level 24
28th Regrowth 123rd year of Ascendancy at 09:21 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By QED the Skeleton Sun Paladin level 16
4th Haze 122nd year of Ascendancy at 12:43 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By QED the Skeleton Sun Paladin level 32
62nd Haze 123rd year of Ascendancy at 00:50 see stats
Log
Ghoul is dazed!
Searing Sight hits Ghoul for 33 light damage.
Ghoul performs a diseased attack against QED.
Ghoul misses QED.
--------------------------------
QED performs a melee critical strike against Ghoul!
Ghoul is not dazed anymore.
You collect a new ingredient: chunk of ghoul flesh (1).
QED steals life from Ghoul!
QED hits Ghoul for (38 resilience), 475 light (475 total damage).
QED killed Ghoul!
--------------------------------
The shield around QED crumbles.
QED's solar fury subsides.
QED is no longer out of phase.
--------------------------------
Resting starts...
Talent Assault is ready to use.
Talent Brandish is ready to use.
Talent Rune: Blink is ready to use.
Talent Rune: Shielding is ready to use.
Today is the 54th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Rested for 69 turns (stop reason: all resources and life at maximum).
--------------------------------
QED picks up ( .): Hahad the voratun battleaxe (58-86 power, 4 apr).




































































































































































