












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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 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 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Krog |
| Class | Bulwark |
| Level / Exp | 49 / 12% |
| Size | huge |
| Lifes / Deaths | Killed by Ivothra the vampire at level 8 on the 6th Flare 122nd year of Ascendancy at 09:30 3 / 4Killed by Ivothra the vampire at level 8 on the 6th Flare 122nd year of Ascendancy at 11:44 Killed by Harkor'Zun at level 8 on the 7th Flare 122nd year of Ascendancy at 13:46 Killed by elven blood mage at level 29 on the 73rd Dusk 123rd year of Ascendancy at 04:25 |
| Antimagic | Follower |
Primary Stats
| Strength | 156 (base 60) |
| Dexterity | 90 (base 44) |
| Constitution | 70 (base 39) |
| Magic | 19 (base 10) |
| Willpower | 105 (base 60) |
| Cunning | 46 (base 10) |
Resources
| Life | 2091/2095 |
| Stamina | 435/435 |
| Equilibrium | 30 |
| Healing Factor | 1.7372792565121 |
| Regeneration | 9.8461117975555 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +120% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 1 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 189 |
| Accuracy | 82 |
| Crit Chance | 43% |
| APR | 69 |
| Speed | 1.11 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 6 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 54 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +3% |
| Blight | +8% |
| Nature | +34% |
| Mind | +10% |
| All | 0% |
Offense: Damage Penetration
| Nature | +36% |
| Physical | +69% |
| Mind | +26% |
| All | +11% |
Defense: Base
| Armour (hardiness) | 146.95218981844 (96.438666929426%) |
| Defense | 54 |
| Ranged Defense | 64 |
| Fatigue | 0 |
| Physical Save | 75 |
| Spell Save | 70 |
| Mental Save | 55 |
Defense: Resistances
| Acid | + 7%( 70%) |
| Blight | + 64%( 70%) |
| Arcane | + 28%( 70%) |
| Cold | + 15%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 23%( 70%) |
| Physical | + 28%( 70%) |
| Mind | + 7%( 70%) |
| Darkness | + 28%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 28%( 70%) |
Defense: Immunities
| Stun Resistance | 85% |
| Teleport Resistance | 10% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Silence Resistance | 0% |
| Poison Resistance | 50% |
| Knockback Resistance | 83% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 820% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 51% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 352 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 605 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Battle tactics | 1.50 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Shield defense | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.50 |
| 3/5 |
| 2/5 |
| 5/5 |
| 4/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Shield Wall |
| talent | Precise Strikes |
| talent | Antimagic Shield |
| detrimental effect | Zone-wide effect: +10% mind damage, -10% mind resistance, -10% spellpower, -20% silence immunity. Eerie silence |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved mental save by +12. | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity 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 Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1138. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Gleamriver the pair of drakeskin leather boots (5 def, 5 armour)2.0 T5 feet armor [Rare] Master While equipped: Stats +4 Str +4 Con dps ---------- Dmg.mod +3% light ----- def ----- Armour +5 Defense +5 (+2 eff.) Resists +9% blight Crit.chn- 5.00% Heal.mod +20% Confus- +20% Teleport- +10% Rush: Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Quiver | Wind Worn Shot (25/25, 39-47 power, 15 apr)3.0 T4 shot ammo [Unique] Nature Power 39.0 - 46.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
| Light source | Durorin1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +18.00% Phys.pwr +8 (+2 eff.) Res.pen +11% all Apr +11 ----- def ----- Armour +4 Resists +6% acid +9% blight +9% lightning Phys.save +14 (+4 eff.) Spell.save +12 (+3 eff.) Heal.mod +16% ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Hareblek (0 def, 11 armour)3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +8 Str +10 Dex +5 Con dps ---------- Res.pen +15% mind Apr +5 Melee Ret 10 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 32 ----- def ----- Armour +11 Fatigue +5% Phys.save +6 (+2 eff.) 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 998.5 Physical damage. If the attack hits, the target is confused (44% 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 | Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+4 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+4 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 154.00 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | voratun pickaxe 'Woewitch' (dig speed 24 turns)3.0 T5 digger tool [Rare] Master While equipped: Stats +8 Str +9 Con dps ---------- Crit.mult +22.09% Res.pen +28% physical Melee Ret 11 darkness ----- def ----- Fatigue -10% Resists +15% darkness ---------- misc Max.stam +33.14 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
| On fingers | Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Windtouched Speed You have set the ring to grant you Windtouched Speed! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
| Around neck | Dourmarrow of the Blightspawn0.1 T3 amulet jewelry [Random Unique] Master While equipped: Stats +1 Wil dps ---------- On Melee Ret: * 23% chance to reduce strength, dexterity, and constitution by 5 * 30% chance to reduce damage dealt by 26% ----- def ----- Armour +2 Resists +9% light Phys.save +28 (+7 eff.) Spell.save +26 (+7 eff.) Mind.save +27 (+8 eff.) ---------- misc Infravis +1 Masteries +0.20 Technique/Shield defense +0.20 Technique/Battle tactics Amulets make your neck look great! |
| In main hand | Razorblade, the Cursed Waraxe (38-53 power, 16 apr)3.0 T5 waraxe 1H weapon [Unique] Psionic Power 38.0 - 53.2 Phys.bleed Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Res.pen +30% physical Acc +40 (+8 eff.) Apr +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
| Around waist | Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+5 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 43 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In off hand | Blightstopper (18 def, 12 armour, 52-62 power, 240 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Nature/Disrupt When used to Attack: Power 52.0 - 62.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +240 Dmg.conv 30% nature 10% manaburn arcane While equipped: dps ---------- Melee Ret 15 nature ----- def ----- Armour +12 Defense +18 (+6 eff.) Rng.Def +12 (+3 eff.) Fatigue +22% Resists +40% blight +15% nature +15% arcane Spell.save +24 (+6 eff.) Poison- +50% Disease- +75% ---------- misc Talents +1 Block Masteries +0.20 Wild-gift/Antimagic Purge up to 5 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns. Uses 24 power out of 40/40 This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
| Cloak | Squalormoon (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Wil +5 Cun +1 Con dps ---------- Dmg.mod +9% nature On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +2 (+1 eff.) Crit.chn- 15.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+4 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.dmg- 20% Phys.save +15 (+4 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
healing infusion of the titan (heal 211; cd 14)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to instantly heal yourself for 211 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion of the psychic (die at -541; dur 7; cd 26)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 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 7 turns. While Heroism is active, you will only die when reaching -541 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 542 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 552%; cd 9)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 552% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the warrior (res 49%; physical; dur 3; cd 16)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 49% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Taint of Purging (5 turns)0.1 T3 taint scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
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 amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets make your neck look great! |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 275 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
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. |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+3 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+10 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
stabilizing gold amulet of strength (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +13% temporal Pinning- +27% Knockbk- +25% Amulets make your neck look great! |
Flameumbra the voratun amulet0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +5 Wil dps ---------- Spell.crit +8% S.pwr/crit +8 Dmg.mod +9% blight Res.pen +25% fire ----- def ----- Phys.save +20 (+5 eff.) Spell.save +34 (+9 eff.) Mind.save +18 (+5 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% 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 (+5 eff.) Mind.save +18 (+5 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 5.2 Pwr.cost 10 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 338.52 physical damage in a radius 8 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. |
voratun amulet 'Murkparry'0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Cun dps ---------- S.pwr/crit +2 Res.pen +15% darkness Phasing +20% ----- def ----- Resists +12% darkness Phys.save +15 (+4 eff.) Spell.save +31 (+8 eff.) Mind.save +24 (+7 eff.) Blind- +34% ---------- misc Max.mana +40.00 Infravis +5 Sight +2 See.Invis +11 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. |
Yvutha the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +1 Con dps ---------- Dmg.mod +11% fire Melee Ret 2 mind ----- def ----- Resists +6% blight +22% fire +9% nature +12% light Spell.save +11 (+3 eff.) Poison- +12% Disease- +10% ---------- misc Max.stam +14.00 Rings make your fingers look great! |
rogue's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Rings make your fingers look great! |
steel ring of corrosion (+20%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Rings make your fingers look great! |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Scaldbore0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +2 Mag +11 Wil +8 Cun +2 Con dps ---------- Mind.pwr +11 (+4 eff.) Dmg.mod +15% fire ----- def ----- Resists +15% fire ---------- misc See.Invis +9 Rings make your fingers look great! |
gold ring0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
sneakthief's gold ring of corrosion (+20%)0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Dmg.mod +10% acid Acc +8 (+2 eff.) ----- def ----- Resists +20% acid Rings make your fingers look great! |
titan's gold ring of clarity0.1 T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +7 Con ----- def ----- Phys.save +14 (+4 eff.) Mind.save +5 (+1 eff.) Confus- +21% Rings make your fingers look great! |
marksman's stralite ring of corrosion (+28%)0.1 T4 ring jewelry [Ego] Nature/Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +14% acid Acc +10 (+2 eff.) ----- def ----- Resists +28% acid Rings make your fingers look great! |
stralite ring 'Emumida'0.1 T4 ring jewelry [Rare] Master While equipped: Stats +9 Cun dps ---------- Res.pen +5% mind On Hit (Melee): * 20% chance to reduce armor by 11% ----- def ----- Resists +6% blight +18% light Max.HP +44.00 Disarm- +44% Pinning- +38% Knockbk- +42% ---------- misc Hate/m.crit +2.00 Rings make your fingers look great! |
Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
lifebinding dragonbone starstaff (30-36 power, 6 apr, physical element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +5% Spell.pwr +21 (+4 eff.) Dmg.mod +30% physical ----- def ----- HP.reg +1.70 Heal.mod +27% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Flasharc (32-47 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Disrupt Power 31.5 - 47.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * 20% chance to slow global speed by 60% While equipped: Stats +2 Mag +2 Con dps ---------- Dmg.mod +3% fire ----- def ----- Resists +13% acid +17% lightning +9% blight +14% fire +16% cold +6% all Spell.save +9 (+3 eff.) ---------- misc Infravis +1 Massive two-handed battleaxes. |
balanced dwarven-steel battleaxe of persecution (29-44 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Disrupt/Master Power 29.0 - 43.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Against +14% Unnatural While equipped: Stats +5 Wil dps ---------- Acc +10 (+2 eff.) ----- def ----- Defense +10 (+4 eff.) Disarm- +28% Massive two-handed battleaxes. |
The Gaping Maw (72-108 power, 4 apr)3.0 T5 battleaxe 2H weapon [Unique] Nature/Disrupt Power 72.0 - 108.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: ---------- misc Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
Delenik the Swampkill (38-57 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Master Power 38.0 - 57.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +16 nature While equipped: dps ---------- Res.pen +5% darkness Melee Ret 4 fire ----- def ----- Resists +3% nature +3% fire Massive two-handed mauls. |
Spellcrusher (32-48 power, 4 apr)5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 32.0 - 48.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+4 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
Hazetyphoon the stralite greatsword (48-78 power, 3 apr)3.0 T4 greatsword 2H weapon [Random Unique] Master/Psionic Power 48.5 - 77.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +34 mind +4 cold On Hit.r1 +16 cold On Hit: * 61% chance to reduce all saves and defense by 32 While equipped: Stats +12 Str +7 Wil +9 Cun dps ---------- Dmg.mod +9% physical +9% mind +3% cold Res.pen +15% cold Acc +26 (+6 eff.) Massive two-handed swords. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr)3.0 T4 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
Adisera (69-110 power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Disrupt/Master Power 69.0 - 110.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Against +34% Unnatural On Hit: * 10% chance to slow global speed by 60% * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +1 Str +7 Dex +1 Wil dps ---------- Phys.spd +10% Acc +21 (+5 eff.) ----- def ----- Resists +9% nature +3% blight Crit.chn- 10.00% Massive two-handed swords. |
River's Fury (23-32 power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+2 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 2.52 cold damage and 2.52 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 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. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
inquisitor's iron longsword of massacre (18-24 power, 2 apr)3.0 T1 longsword 1H weapon [Ego+] Disrupt/Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit: * Deals 92 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Sharp, long, and deadly. |
Cuthidor the Voidwinnow (24-34 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 24.5 - 34.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +6.0% Atk.spd 100% Melee+ +12 physical On Crit.r2 +8 acid While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +10% acid Acc +15 (+3 eff.) Sharp, long, and deadly. |
Punae's Blade (46-64 power, 4 apr)3.0 T4 longsword 1H weapon [Unique] Master Power 46.0 - 64.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +20.0% Phys.spd +20% ----- def ----- Defense +40 (+12 eff.) Atk.evade +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
Shadowgasher (32-46 power, 5 apr)3.0 T4 longsword 1H weapon [Random Unique] Nature/Disrupt/Master Power 32.5 - 45.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit.r1 +4 darkness While equipped: Stats +8 Str +11 Dex +8 Mag +8 Wil +7 Cun +6 Con dps ---------- Phys.spd +10% Dmg.mod +6% darkness Res.pen +10% darkness Acc +11 (+3 eff.) ----- def ----- Resists +13% acid +11% cold +13% lightning +7% fire +9% nature +6% all Spell.save +10 (+3 eff.) Sharp, long, and deadly. |
flaming stralite longsword of corruption (32-46 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Arcane Power 32.5 - 45.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit.r1 +12 fire On Hit: 20% Curse of Impotence 4 Sharp, long, and deadly. |
stralite longsword 'Betymira' (46-64 power, 5 apr)3.0 T4 longsword 1H weapon [Rare] Master Power 45.5 - 63.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +8 mind While equipped: dps ---------- Phys.crit +6.0% Crit.mult +10.00% Dmg.mod +3% physical Res.pen +15% physical ----- def ----- Armour +8 Resists +2% physical Die.at -20.00 life Sharp, long, and deadly. |
warbringer's stralite longsword of rage (36-50 power, 5 apr)3.0 T4 longsword 1H weapon [Ego++] Master Power 35.5 - 49.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +6 Str +4 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +6% physical Res.pen +5% physical Acc +8 (+2 eff.) ----- def ----- Disarm- +22% Sharp, long, and deadly. |
Blood-Edge (46-64 power, 7 apr)3.0 T5 longsword 1H weapon Reqs Mag 20 [Unique] Arcane Power 46.0 - 64.4 Physical Uses 10% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +6.0% Atk.spd 100% HP.leech +5% Dmg.conv 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: dps ---------- Spell.crit +8% Spell.pwr +21 (+4 eff.) Dmg.mod +15% blight +15% physical ---------- misc Max.vim +25.00 Telepathy Undead/Blood Bleeding Edge: Level 6.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 177% weapon damage. If the attack hits, the target will bleed for 331% weapon damage over 7 turns, and all healing will be reduced by 73%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
blazebringer's voratun longsword of enduring (43-60 power, 6 apr)3.0 T5 longsword 1H weapon [Ego++] Nature Power 43.0 - 60.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +80 fire While equipped: Stats +15 Con +15 Wil dps ---------- All.spd +11% Res.pen +16% fire ----- def ----- Max.HP +64.00 Sharp, long, and deadly. |
stormbringer's voratun longsword of evisceration (42-58 power, 6 apr)3.0 T5 longsword 1H weapon [Ego++] Nature/Master Power 41.5 - 58.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +21 lightning +29 cold On Crit: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +12 (+3 eff.) Mov.spd +36% Res.pen +9% lightning +22% cold Sharp, long, and deadly. |
slime-covered iron mace of erosion (12-18 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Nature/Disrupt Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +6 nature On Hit: * 5% chance to slow global speed by 60% Blunt and deadly. |
Ureslak's Flaming Femur (52-73 power, 5 apr)3.0 T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Power 52.0 - 72.8 Fire burn Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to shimmer to a different hue and gain powers While equipped: dps ---------- All.spd +30% Dmg.mod +30% fire Res.pen +30% fire ----- def ----- Resists +45% fire A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
truestriking voratun mace of torment (44-62 power, 6 apr)3.0 T5 mace 1H weapon [Ego++] Master/Psionic Power 44.0 - 61.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +11% physical Acc +18 (+4 eff.) Apr +10 Blunt and deadly. |
Elenilathaleg the Burnwaker (20-27 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +8 fire While equipped: ----- def ----- Armour +2 Defense +15 (+5 eff.) Crit.chn- 15.00% Silence- +20% One-handed war axes. |
Ashumbra the steel waraxe (20-29 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +8 fire While equipped: dps ---------- Phys.pwr +20 (+4 eff.) Dmg.mod +6% physical Res.pen +10% fire Acc +15 (+3 eff.) Apr +2 Melee Ret 8 acid One-handed war axes. |
Gunorak (26-37 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 26.5 - 37.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: ----- def ----- Armour +6 Defense +10 (+4 eff.) Resists +9% mind Phys.save +12 (+3 eff.) Die.at -40.00 life Heal.mod +5% One-handed war axes. |
Xerita the Filthsting (38-53 power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Master Power 38.0 - 53.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +20 lightning On Hit: * 20% chance to slow global speed by 60% While equipped: dps ---------- Res.pen +15% nature Melee Ret 2 nature ----- def ----- Resists +9% nature One-handed war axes. |
warbringer's stralite waraxe (28-40 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Master Power 28.5 - 39.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +8% physical ----- def ----- Disarm- +17% One-handed war axes. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+4 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Mandible of Ungolmor (40-52 power, 12 apr)1.0 T5 dagger 1H weapon [Unique] Nature Power 40.0 - 52.0 Physical Uses 35% Dex, 30% Cun, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Whip of Urh'Rok (55-61 power, 0 apr)3.0 T5 whip 1H weapon [Unique] Arcane Power 55.0 - 60.5 Devouring flames Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Crit +9.0% Atk.spd 125% On Hit: 20% Bone Nova 4 On Hit: 15% Blood Boil 3 While equipped: dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +20% blight +20% fire ---------- misc See.Invis +2 Telepathy Demon/Minor Demon/Major While carried: dps ---------- Dmg.mod +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
Gloratha the Glitterbone (0 def, 4 armour, 14-17 power, 37.5 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 14.5 - 17.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 Melee+ +12 light While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +3% lightning +16% fire +6% light ---------- misc Light +3 Talents +1 Block Handheld deflection devices. |
Wrathroot's Barkwood (9 def, 10 armour, 22-31 power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 22.5 - 31.5 Physical Uses 150% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Black Mesh (8 def, 2 armour, 40-48 power, 120 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 40.0 - 48.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +120 While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+2 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Fire Dragon Shield (16 def, 9 armour, 58-70 power, 220 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master When used to Attack: Power 58.0 - 69.6 Fire Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +220 While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+6 eff.) Rng.Def +15 (+3 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
scouring stralite shield (0 def, 8 armour, 46-55 power, 131.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Disrupt When used to Attack: Power 45.5 - 54.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +132 While equipped: Stats +5 Con dps ---------- Melee+ 11 acid 7 nature On Hit (Melee): * 16 arcane resource burn On Melee Ret: * 9 arcane resource burn ----- def ----- Armour +8 Fatigue +8% Resists +8% acid +12% nature ---------- misc Talents +1 Block Handheld deflection devices. |
windwalling stralite shield of crushing (0 def, 8 armour, 52-63 power, 140 block)7.0 T4 shield armor Reqs Shield usage training [Ego++] Master/Psionic When used to Attack: Power 52.5 - 63.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +140 Melee+ +24 physical On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Wil dps ---------- Phys.crit +6.0% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +8 Fatigue +8% Resists +14% physical Shield.near.proj +15 Proj.slow +16% ---------- misc Talents +1 Block Handheld deflection devices. |
Summertide (17 def, 15 armour, 52-62 power, 260 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 52.0 - 62.4 Light Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+3 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+6 eff.) Rng.Def +17 (+4 eff.) Fatigue +12% Resists +20% light +10% fire +15% darkness +12% mind Mind.save +18 (+5 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 57.95 to 72.44 light damage (based on Willpower and Cunning). Uses 12 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
shocking voratun shield of winter (0 def, 10 armour, 74-88 power, 196.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 73.5 - 88.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +196 Melee+ +30 cold While equipped: Stats +4 Wil dps ---------- Melee+ 35 lightning On shield block: * Deals 184 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Melee Ret 15 lightning ----- def ----- Armour +10 Fatigue +8% Resists +15% cold ---------- misc Talents +1 Block Handheld deflection devices. |
voratun shield 'Stormpain' (0 def, 22 armour, 68-81 power, 197.5 block)7.0 T5 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 67.5 - 81.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +198 On Crit.r2 +12 lightning While equipped: dps ---------- Melee+ 21 lightning Dmg.mod +12% lightning +6% physical On shield block: * Cause enemies within radius 6 to bleed for 290 physical damage over 5 turns (1/turn) Melee Ret 13 lightning ----- def ----- Armour +22 Fatigue +8% Resists +15% blight +16% nature +6% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +14 (+3 eff.) Dmg.mod +8% all ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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 (+6 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 +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +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. |
Breath of Eyal (10 def, 10 armour)9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Armour +10 Defense +10 (+4 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+5 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
drakeskin leather armour of command (32 def, 16 armour)9.0 T5 light armor [Ego+] Psionic While equipped: Stats +3 Cun ----- def ----- Armour +16 Defense +32 (+10 eff.) Fatigue +8% Mind.save +25 (+7 eff.) A suit of armour made of leather. |
impenetrable iron mail armour of stability (2 def, 11 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +12% Resists +6% physical Phys.save +13 (+3 eff.) A suit of armour made of mail. |
Harirach the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Disrupt/Master While equipped: Stats +4 Str +2 Cun +4 Con dps ---------- On Hit (Melee): * 10% chance to reduce armor by 11% ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +16% blight +7% physical +24% nature +3% cold D.Red.from +7% Unnatural Phys.save +18 (+5 eff.) Max.HP +105.00 ---------- misc See.Invis +6 A suit of armour made of mail. |
Elumina (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +3% acid On Hit (Melee): * 20% chance to reduce armor by 11% ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +6% acid HP.reg +3.70 ---------- misc Stam/turn +2.10 A suit of armour made of mail. |
radiant iron plate armour of the deep (0 def, 8 armour)17.0 T1 massive armor Reqs Massive armour training [Ego++] Nature While equipped: Stats +2 Wil ----- def ----- Armour +8 Fatigue +22% Resists +6% acid +5% cold +11% darkness +11% blight ---------- misc Light +1 Breathe water A suit of armour made of metal plates. |
Thalore-Wood Cuirass (4 def, 12 armour)12.0 T2 massive armor Reqs Massive armour training [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+2 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Bregiromildir (14 def, 32 armour)17.0 T5 massive armor Reqs Massive armour training [Random Unique] Nature/Psionic While equipped: Stats +6 Cun dps ---------- Crit.mult +20.00% Dmg.mod +3% arcane +6% temporal Phasing +20% Melee Ret 4 arcane ----- def ----- Armour +32 Defense +14 (+5 eff.) Fatigue +22% Resists +14% acid +15% cold Mind.save +21 (+6 eff.) HP.reg +6.90 ---------- misc Stam/turn +2.10 Max.mana +60.00 Breathe water A suit of armour made of metal plates. |
grounding rough leather belt of the giants1.0 T1 belt armor [Ego] Nature/Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Resists +6% lightning +7% temporal Spell.save +5 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Unridan the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Str +5 Dex +3 Wil +4 Cun +7 Lck dps ---------- Phys.crit +5.0% ----- def ----- Stealth +8 ---------- misc T.Disarm +12 Mana/turn +0.16 Mana/s.crit +2.00 Max.stam +30.00 Infravis +5 A belt that goes around your waist. |
Lightning Catcher1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
skylord's drakeskin leather belt of the vagrant1.0 T5 belt armor [Ego++] Nature While equipped: Stats +4 Str +4 Dex +4 Wil +5 Cun +4 Con dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Phys.save +15 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save +25 (+7 eff.) A belt that goes around your waist. |
Rherosta the Tundrapiety (17 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Res.pen +15% cold Melee Ret 4 mind ----- def ----- Defense +17 (+6 eff.) Resists +9% blight +3% fire Mind.save +8 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+4 eff.) Resists +15% mind Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 55 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Galebearer (0 def, 14 armour)2.0 T5 feet armor [Rare] Master While equipped: Stats +4 Con dps ---------- Dmg.mod +21% lightning Melee Ret 10 lightning ----- def ----- Armour +14 Resists +18% nature +16% mind Max.HP +100.00 HP.reg +4.31 ---------- misc Infravis +3 A pair of boots made of leather. |
Olygovon the Dazzlewell (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Dex dps ---------- Crit.mult +10.00% Dmg.mod +3% light ----- def ----- Armour +5 Fatigue +2% Die.at -60.00 life ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glorelaith (0 def, 7 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str ----- def ----- Armour +7 Fatigue +3% Crit.chn- 10.00% ---------- misc Psi/ret +0.08 Max.psi +40.00 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
fleetfooted pair of dwarven-steel boots of massiveness (5 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +5 Str +3 Dex +5 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +4 Defense +5 (+2 eff.) Fatigue +3% ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Stormfame' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +5 Dex +5 Mag dps ---------- Dmg.mod +6% lightning Res.pen +25% lightning ----- def ----- Armour +4 Fatigue +3% Crit.chn- 15.00% ---------- misc Stam/turn +0.90 Max.stam +19.00 Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Woehunt' (5 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Cun +4 Str dps ---------- Res.pen +10% physical Melee Ret 6 darkness ----- def ----- Armour +4 Defense +5 (+2 eff.) Fatigue +3% Resists +7% lightning +8% temporal ---------- misc See.Invis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blood-soaked pair of voratun boots (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +6 (+2 eff.) Apr +10 ----- def ----- Armour +5 Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +1 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. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 347.28 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Layiwen the Filthripper (10 def, 5 armour)1.0 T4 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Dex +4 Cun dps ---------- Phys.crit +12.0% Spell.crit +13% Mind.crit +8% Crit.mult +12.00% Melee+ 7 acid Dmg.mod +7% acid Res.pen +5% nature Melee Ret 4 physical ----- def ----- Armour +5 Defense +10 (+4 eff.) Resists +8% acid +12% nature Phys.save +13 (+3 eff.) ---------- misc Max.stam +20.00 Cooldown Double Strike -1 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. |
Satyrorder the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: ----- def ----- Armour +2 Fatigue +3% Resists +6% nature +3% cold Phys.save +3 (+1 eff.) Die.at -60.00 life HP.reg +3.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +1.20 Max.stam +15.00 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. |
polar dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 5 cold Dmg.mod +4% cold ----- def ----- Armour +2 Fatigue +3% Resists +5% cold 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. |
rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
iron helm of strength (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. This object's appearance was changed to Invisible. |
Aletta's Diadem (0 def, 0 armour)2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 122.32 mind damage and cripples the target's higher mental functions, reducing cunning by 13 and confusing (31% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Zubelle (10 def, 7 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +7 Defense +10 (+4 eff.) Fatigue +4% Resists +9% mind +3% lightning Max.HP +80.00 HP.reg +4.00 Cut- +20% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dragon-helm of Kroltar (5 def, 9 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+2 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 3.0 Pwr.cost 45 out of 45/45. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 251.54 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Bregedradir the Plaguestinger (7 def, 12 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Disrupt/Master While equipped: Stats +8 Str dps ---------- Dmg.mod +12% cold Res.pen +15% nature +5% cold ----- def ----- Armour +12 Defense +7 (+3 eff.) Fatigue +5% Resists +12% blight +22% nature +7% all Phys.save +8 (+2 eff.) 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 998.5 Physical damage. If the attack hits, the target is confused (44% 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. |
voratun helm 'Airravage' (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Dmg.mod +12% acid Res.pen +25% acid +25% lightning Melee Ret 4 acid 8 lightning ----- def ----- Armour +5 Fatigue +5% Resists +12% lightning Phys.save +10 (+3 eff.) Mind.save +12 (+4 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.6 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Gewe' (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Str +7 Wil +6 Cun +8 Con dps ---------- Dmg.mod +15% mind On Hit (Melee): * 22% chance to reduce all saves and defense by 32 ----- def ----- Armour +5 Fatigue +5% Resists +20% light +19% darkness ---------- misc See.Invis +18 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
10 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. |
11 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. |
14 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 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. |
13 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
10 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. |
8 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. |
12 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. |
10 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
19 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 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. |
11 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. |
9 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
6 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. |
14 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. |
4 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 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. |
10 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+4 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. |
12 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
213 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. |
65 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.(154 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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. |
piercing alchemist's lamp of the zealot1.0 T3 lite [Ego++] Disrupt/Master While equipped: dps ---------- Res.pen +7% all Apr +9 ----- def ----- Resists +3% all Spell.save +8 (+2 eff.) ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright dwarven lantern of the zealot1.0 T5 lite [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +14 (+4 eff.) ---------- misc Light +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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 38.38 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 38.38 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. This item has been sent to the Item's Vault. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+5 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Bokothad the Windream (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +30 (+6 eff.) Res.pen +20% physical Acc +10 (+2 eff.) ----- def ----- Resists +3% nature +3% fire Max.HP +23.00 ---------- misc Max.stam +17.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Bokuyaneg the Bleakking (dig speed 6 turns)3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Crit.mult +14.00% Phys.pwr +7 (+2 eff.) Dmg.mod +7% nature +6% acid Res.pen +5% darkness Apr +5 Melee Ret 4 acid 10 darkness ----- def ----- Resists +7% fire +12% nature +9% darkness While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Jettitan' (dig speed 7 turns)3.0 T5 digger tool [Random Unique] Master While equipped: Stats +3 Str +5 Cun dps ---------- Dmg.mod +9% nature +6% darkness Res.pen +10% darkness +5% arcane Acc +7 (+2 eff.) ----- def ----- Armour +3 Defense +8 (+3 eff.) Resists +9% physical +15% nature +9% darkness ---------- misc Infravis +9 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 56.21 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Fortune's Eye2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+3 eff.) Apr +12 ----- def ----- Defense +12 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of 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 369.84 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. |
piercing iron torque of mindblast [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 116 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of stinging [power 182] (15 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 244 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
piercing yew totem of summon tentacle [power 235] (25 cooldown)2.0 T3 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 533 Base Damage: 235 Armor: 15 All Resist: 3 Puts all charms on 25 cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+3 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Tempesttooth the elven-wood totem of thorny skin [power 69] (20 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +25% arcane +25% lightning Melee Ret 10 arcane ----- def ----- Resists +30% acid Harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60% Puts all charms on 20 cooldown 100% to heal for 94. Natural totems are made by powerful wilders to store nature power. |
evasive elven-wood totem of healing [power 332] (15 cooldown)2.0 T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 332 Puts all charms on 15 cooldown 100% to gain a 20% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+3 eff.) On Melee Ret: * 18% chance to slow global speed by 60% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Danss the Krog Bulwark level 30
13rd Haze 123rd year of Ascendancy at 16:56 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Danss the Krog Bulwark level 39
4th Flare 124th year of Ascendancy at 19:44 see stats
Against all odds
Killed Ukruk in the ambush.By Danss the Krog Bulwark level 28
71st Dusk 123rd year of Ascendancy at 09:39 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Danss the Krog Bulwark level 16
24th Haze 122nd year of Ascendancy at 13:21 see stats
Arachnophobia
Destroyed the spydric menace.By Danss the Krog Bulwark level 33
34th Haze 123rd year of Ascendancy at 12:01 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Danss the Krog Bulwark level 43
28th Haze 124th year of Ascendancy at 21:55 see stats
Brave new world
Went to the Far East and took part in the war.By Danss the Krog Bulwark level 32
31st Haze 123rd year of Ascendancy at 16:05 see stats
Bringer of Doom
Killed a Bringer of Doom.By Danss the Krog Bulwark level 20
37th Regrowth 123rd year of Ascendancy at 22:20 see stats
Clone War
Destroyed your own Shade.By Danss the Krog Bulwark level 34
5th Allure 124th year of Ascendancy at 16:38 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Danss the Krog Bulwark level 16
28th Haze 122nd year of Ascendancy at 01:16 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Danss the Krog Bulwark level 31
21st Haze 123rd year of Ascendancy at 05:47 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Danss the Krog Bulwark level 39
3rd Flare 124th year of Ascendancy at 20:11 see stats
Earth Master
Killed Harkor'Zun.By Danss the Krog Bulwark level 13
70th Dusk 122nd year of Ascendancy at 19:47 see stats
Exterminator
Killed 1000 creatures.By Danss the Krog Bulwark level 18
56th Haze 122nd year of Ascendancy at 06:18 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Danss the Krog Bulwark level 20
47th Regrowth 123rd year of Ascendancy at 15:56 see stats
Fear me not!
Survived the Fearscape!By Danss the Krog Bulwark level 20
37th Regrowth 123rd year of Ascendancy at 22:12 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Danss the Krog Bulwark level 47
8th Decay 124th year of Ascendancy at 21:05 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By Danss the Krog Bulwark level 41
16th Dusk 124th year of Ascendancy at 17:50 see stats
Guiding Hand
Saved all escorted adventurers.By Danss the Krog Bulwark level 31
19th Haze 123rd year of Ascendancy at 08:24 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Danss the Krog Bulwark level 19
78th Haze 122nd year of Ascendancy at 06:42 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Danss the Krog Bulwark level 30
4th Haze 123rd year of Ascendancy at 11:03 see stats
Level 10
Got a character to level 10.By Danss the Krog Bulwark level 10
42nd Dusk 122nd year of Ascendancy at 14:17 see stats
Level 20
Got a character to level 20.By Danss the Krog Bulwark level 20
37th Regrowth 123rd year of Ascendancy at 12:13 see stats
Level 30
Got a character to level 30.By Danss the Krog Bulwark level 30
1st Time of Equilibrium 123rd year of Ascendancy at 13:23 see stats
Level 40
Got a character to level 40.By Danss the Krog Bulwark level 40
8th Dusk 124th year of Ascendancy at 07:15 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Danss the Krog Bulwark level 30
14th Haze 123rd year of Ascendancy at 07:17 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By Danss the Krog Bulwark level 23
4th Mirth 123rd year of Ascendancy at 10:58 see stats
Orcrist
Killed the leaders of the Orc Pride.By Danss the Krog Bulwark level 46
70th Haze 124th year of Ascendancy at 15:01 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Danss the Krog Bulwark level 36
5th Mirth 124th year of Ascendancy at 17:33 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Danss the Krog Bulwark level 18
52nd Haze 122nd year of Ascendancy at 05:36 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Danss the Krog Bulwark level 29
73rd Dusk 123rd year of Ascendancy at 21:10 see stats
Size is everything
Did over 1500 damage in one attack.By Danss the Krog Bulwark level 35
78th Pyre 124th year of Ascendancy at 19:05 see stats
Size matters
Did over 600 damage in one attack.By Danss the Krog Bulwark level 20
38th Regrowth 123rd year of Ascendancy at 13:09 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Danss the Krog Bulwark level 32
26th Haze 123rd year of Ascendancy at 10:24 see stats
The Arena
Unlocked Arena mode.By Danss the Krog Bulwark level 7
3rd Mirth 122nd year of Ascendancy at 12:21 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Danss the Krog Bulwark level 46
70th Haze 124th year of Ascendancy at 09:03 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Danss the Krog Bulwark level 18
50th Haze 122nd year of Ascendancy at 03:01 see stats
The bigger the better!
Did over 3000 damage in one attack.By Danss the Krog Bulwark level 49
3rd Allure 125th year of Ascendancy at 23:16 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Danss the Krog Bulwark level 36
4th Mirth 124th year of Ascendancy at 15:38 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Danss the Krog Bulwark level 41
22nd Dusk 124th year of Ascendancy at 17:33 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Danss the Krog Bulwark level 18
49th Haze 122nd year of Ascendancy at 15:04 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Danss the Krog Bulwark level 28
72nd Dusk 123rd year of Ascendancy at 06:46 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Danss the Krog Bulwark level 19
56th Haze 122nd year of Ascendancy at 22:52 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Danss the Krog Bulwark level 27
70th Dusk 123rd year of Ascendancy at 17:12 see stats
Log
Danss picks up (D.): lifebinding dragonbone starstaff (30-36 power, 6 apr, physical element).
Resting starts...
Danss slows down.
Talent Perfect Strike is ready to use.
Talent Bleeding Edge is ready to use.
Today is the 4th Allure of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Talent Mana Clash is ready to use.
Talent Greater Weapon Focus is ready to use.
Talent Battle Cry is ready to use.
Talent Wrath of the Wilds is ready to use.
Rested for 27 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Danss picks up (V.): blazebringer's voratun longsword of enduring (43-60 power, 6 apr).
Multi-hued drake hatchling's morale has been lowered.
The One That Hunts's morale has been lowered.
Ran for 7 turns (stop reason: hostile spotted to the east (The One That Hunts)).
Danss deactivates Daunting Presence.
Danss activates Daunting Presence.
Danss deactivates Precise Strikes.
Danss activates Precise Strikes.
Danss deactivates Shield Wall.
Danss activates Shield Wall.
Danss deactivates Antimagic Shield.
Danss activates Antimagic Shield.










































































































































































































