











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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 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:
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 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 39 / 56% |
| Size | big |
| Lifes / Deaths | Killed by Neryralle the vampire lord at level 20 on the 31st Haze 122nd year of Ascendancy at 06:45 0 / 8Killed by Gloruta the forest troll at level 20 on the 31st Haze 122nd year of Ascendancy at 20:59 Killed by The Master at level 24 on the 43rd Haze 122nd year of Ascendancy at 14:34 Killed by Gloreyakira the elven mage at level 24 on the 44th Haze 122nd year of Ascendancy at 08:54 Killed by elven cultist at level 26 on the 71st Haze 122nd year of Ascendancy at 02:31 Killed by master vampire at level 36 on the 49th Dusk 123rd year of Ascendancy at 16:31 Killed by orc high pyromancer at level 36 on the 49th Dusk 123rd year of Ascendancy at 21:26 Killed by stone golem at level 39 on the 6th Haze 123rd year of Ascendancy at 05:34 |
Primary Stats
| Strength | 40 (base 24) |
| Dexterity | 80 (base 57) |
| Constitution | 67 (base 46) |
| Magic | 15 (base 10) |
| Willpower | 30 (base 11) |
| Cunning | 92 (base 38) |
Resources
| Life | -496/1097 |
| Stamina | 117/264 |
| Healing Factor | 1.7135014349577 |
| Regeneration | 41.552409797724 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | -6.6613381477509E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 6 |
| See Stealth | 62.151328865527 |
| See Invisible | 72.151328865527 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 121 |
| Accuracy | 65 |
| Crit Chance | 58% |
| APR | 37 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 96 |
| Accuracy | 65 |
| Crit Chance | 63% |
| APR | 38 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Light | +10% |
| Darkness | +20% |
| Nature | +20% |
| Physical | +8% |
| Cold | +45% |
| All | 0% |
Offense: Damage Penetration
| Nature | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 36 (84.687909656376%) |
| Defense | 83 |
| Ranged Defense | 83 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 25 |
| Mental Save | 31 |
Defense: Resistances
| Nature | + 25%( 70%) |
| Darkness | + 53%( 70%) |
| Light | + 25%( 70%) |
| Temporal | + 41%( 70%) |
| Blight | + 28%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 41%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
| Disarm Resistance | 40% |
| Poison Resistance | 50% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 694 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 224 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 899% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -725 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 1451 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Stealth | 1.60 |
| 5/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| Technique / Duelist | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Dual techniques | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Assassination | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by snow giant thunderer. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 366. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit has completed an elixir of explosive force without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | blood-soaked pair of drakeskin leather boots of massiveness (0 def, 5 armour)2.0 T5 feet armor [Ego++] Master While equipped: Stats +7 Str +6 Con dps ---------- Phys.crit +4.0% Phys.pwr +5 (+2 eff.) Dmg.mod +8% physical Apr +10 ----- def ----- Armour +5 ---------- misc Size +1 A pair of boots made of leather. |
| Quiver | Neriba (41/41, 35-49 power, 13 apr)3.0 T3 arrow ammo [Random Unique] Arcane/Psionic Power 35.0 - 49.0 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +13 Crit +2.0% Capacity 41 Rld cld 3 Ranged+ +20 blight +20 physical On Hit.r1 +8 blight +8 temporal On Hit: * 20% chance to knock the target back 3 spaces and deal 170 physical damage * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Arrows are used with bows to pierce your foes to death. |
| Light source | alchemist's lamp 'Chargespawn'1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Resists +6% blight +3% darkness Die.at -60.00 life Max.HP +46.00 Heal.mod +10% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | drakeskin leather cap 'Aritta' (12 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +4 Wil +14 Cun +5 Con dps ---------- Phys.pwr +5 (+2 eff.) Mind.pwr +4 (+2 eff.) Acc +8 (+2 eff.) Melee Ret 4 mind On Hit (Melee): * 10% chance to slow global speed by 54% On Melee Ret: * 17% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +12 (+3 eff.) Fatigue +5% Resists +3% blight +5% arcane +12% nature A cap made of leather. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+7 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 48 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
| On fingers | gladiator's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +10 (+4 eff.) ----- def ----- Max.HP +68.00 HP.reg +9.00 Heal.mod +14% Rings make your fingers look great! |
| On fingers | sneakthief's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Cun +7 Dex dps ---------- Acc +7 (+2 eff.) ----- def ----- Max.HP +52.00 HP.reg +11.00 Heal.mod +11% Rings make your fingers look great! |
| Around neck | Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+3 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
| In main hand | quick voratun dagger of evisceration (38-50 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Master Power 38.5 - 50.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Dex dps ---------- Phys.crit +10.0% Phys.pwr +9 (+3 eff.) Phys.spd +10% Acc +5 (+1 eff.) Sharp, short and deadly. |
| Around waist | Isema the hardened leather belt1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +7 (+3 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 ----- def ----- Defense +25 (+5 eff.) Resists +6% blight Phys.save +8 (+4 eff.) Max.HP +40.00 HP.reg +4.00 A belt that goes around your waist. |
| In off hand | Icy Kill (35-46 power, 10 apr)1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
| Cloak | Serpentine Cloak (20 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Cun +4 Wil dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+4 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
| Main armor | Death's Embrace (18 def, 18 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Cun +5 Mag dps ---------- Crit.mult +20.00% Spell.pwr +10 (+5 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+4 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 28, based on Cunning and Magic) for 10 turns. Uses 50 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Inventory
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion (speed 639%; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 639% 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 |
regeneration infusion (heal 388; 15 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 388 life over 5 turns. 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 duelist (res 33%; magical; 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 16 Travel.spd 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 33% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the sneak (res 34%; mental, magical; dur 3; cd 12)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 cure yourself of one random mental and magical effect and reduce all damage taken by 34% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 |
shielding rune of the sneak (absorb 526; dur 5; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 526 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
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 233 (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. |
Lisegamira the stralite amulet0.1 T4 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Dex dps ---------- Crit.mult +10.00% Phys.pwr +20 (+7 eff.) ----- def ----- Resists +21% lightning +18% light +20% darkness Mind.save +3 (+1 eff.) Blind- +54% Poison- +20% Stun/Frz- +40% ---------- misc Infravis +6 Sight +2 See.Invis +12 Amulets make your neck look great! |
Shadenail of the Blightspawn0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Cun +5 Str dps ---------- Dmg.mod +9% cold Melee Ret 4 cold On Hit (Melee): * 10% chance to reduce all saves and defense by 27 On Melee Ret: * 20% chance to reduce strength, dexterity, and constitution by 14 * 26% chance to reduce damage dealt by 22% ----- def ----- Fatigue -4% Resists +6% mind +3% cold HP.reg +3.00 Amulets make your neck look great! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (124). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
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... |
clarifying copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% mind Confus- +20% Amulets make your neck look great! |
grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% lightning Stun/Frz- +21% Amulets make your neck look great! |
mindweaver's gold amulet0.1 T3 amulet jewelry [Ego+] Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +7 (+3 eff.) ----- def ----- Mind.save +7 (+3 eff.) Confus- +15% Amulets make your neck look great! |
serendipitous stralite amulet of cunning (+8)0.1 T4 amulet jewelry [Ego+] Nature While equipped: Stats +8 Lck +9 Cun dps ---------- Acc +9 (+2 eff.) ----- def ----- Defense +9 (+2 eff.) Unseen.red 13% Amulets make your neck look great! |
warrior's gold amulet0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Scabreeve0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Mag +10 Cun +6 Con dps ---------- Res.pen +25% arcane ----- def ----- Defense +14 (+3 eff.) Resists +6% nature Crit.chn- 15.00% ---------- misc Light +3 Rings make your fingers look great! |
The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 17.01 cold and 12.67 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper agate ring0.1 T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +1 Str +1 Dex +4 Mag +1 Wil +4 Cun +1 Con dps ---------- Spell.pwr +6 (+3 eff.) Mov.spd +11% Acc +6 (+1 eff.) ----- def ----- Defense +6 (+1 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 3.9 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
gladiator's gold ring of corrosion (+26%)0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +7 Str +6 Con dps ---------- Phys.pwr +7 (+3 eff.) Dmg.mod +13% acid ----- def ----- Resists +26% acid Rings make your fingers look great! |
gold jade ring0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +10 (+2 eff.) Apr +12 ----- def ----- Armour +4 Defense +10 (+2 eff.) Resists +4% all Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gold ring 'Islythra'0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +11 Mag +6 Wil +4 Cun dps ---------- Phys.crit +2.0% Spell.pwr +17 (+9 eff.) Dmg.mod +6% physical Apr +1 ----- def ----- Fatigue -6% Resists +2% physical ---------- misc Max.enc +25 Stam/turn +1.00 Rings make your fingers look great! |
mule's steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- Melee+ 10 light Ranged+ 10 light Dmg.mod +10% light ----- def ----- Fatigue -5% ---------- misc Max.enc +24 Rings make your fingers look great! |
savior's gold ring of power0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +8 (+3 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +10 (+4 eff.) ----- def ----- Phys.save +9 (+5 eff.) Spell.save +9 (+4 eff.) Mind.save +7 (+3 eff.) Rings make your fingers look great! |
solipsist's gold ring of corrosion (+24%)0.1 T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +12% acid ----- def ----- Resists +24% acid Rings make your fingers look great! |
Eksatin's Ultimatum (63-94 power, 25 apr)3.0 T4 battleaxe 2H weapon Reqs Str 50 [Unique] Master Power 63.0 - 94.5 Physical Uses 130% Str Acc+ +0.2% crit chance (max 25%) Apr +25 Crit +25.0% Atk.spd 100% On Crit: * decapitate a weakened target While equipped: dps ---------- Crit.mult +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
blazebringer's voratun battleaxe of evisceration (56-85 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego++] Nature/Master Power 56.5 - 84.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +23 fire On Crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +21.0% Phys.pwr +14 (+5 eff.) All.spd +14% Res.pen +19% fire Massive two-handed battleaxes. |
voratun battleaxe of massacre (70-106 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego] Master Power 70.5 - 105.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Massive two-handed battleaxes. |
Cracklehunt the dwarven-steel dagger (20-25 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Arcane Power 19.5 - 25.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +20 lightning On Hit: * 25% chance for lightning to strike from the target to a second target dealing 38 damage While equipped: Stats +5 Dex +3 Cun +4 Con dps ---------- Res.pen +15% lightning ---------- misc Max.hate +4.00 Max.psi +40.00 Sharp, short and deadly. |
Dimkiller the dwarven-steel dagger (16-20 power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Nature/Master Power 15.5 - 20.2 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +8 darkness On Crit.r2 +26 lightning +28 cold On Hit: * 20% chance to reduce strength, dexterity, and constitution by 14 While equipped: dps ---------- Mov.spd +35% Dmg.mod +15% arcane +6% blight Res.pen +10% lightning +14% cold +10% physical Acc +23 (+6 eff.) Apr +8 Melee Ret 2 blight ----- def ----- Defense +10 (+2 eff.) Disarm- +30% Sharp, short and deadly. |
Eilinirialrathra the Coalworth (19-25 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Arcane Power 19.0 - 24.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +20 darkness On Crit: * Splash the target with acid dealing 64 damage over 5 turns and reducing armor and accuracy by 8 While equipped: dps ---------- Dmg.mod +18% darkness Res.pen +25% fire On Hit (Melee): * 20% chance to reduce damage dealt by 22% Sharp, short and deadly. |
Life Drinker (42-55 power, 11 apr)1.0 T5 dagger 1H weapon Reqs Mag 44 [Unique] Arcane Power 42.0 - 54.6 Physical Uses 35% Cun, 55% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+6 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 6.27 acid and 6.27 blight damage. If not cleared after five turns it will inflict 35.61 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Moon (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Cun, 20% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Spelldrinker (27-35 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Cun, 20% Mag, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Star (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Cun, 20% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Toxinwild (22-29 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Psionic Power 22.0 - 28.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 cold +11 mind On Hit.r1 +4 nature On Hit: * 20% chance to slow global speed by 54% * 13% chance to reduce all saves and defense by 27 While equipped: Stats +3 Cun +2 Wil dps ---------- Dmg.mod +6% mind Res.pen +15% cold ----- def ----- Resists +6% nature +3% cold Sharp, short and deadly. |
Yarehor (16-20 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 15.5 - 20.2 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +1 Mag +4 Wil +2 Con dps ---------- Phys.crit +8.0% Mind.crit +1% Phys.pwr +9 (+3 eff.) ----- def ----- Crit.chn- 15.00% ---------- misc See.Invis +9 Sharp, short and deadly. |
dwarven-steel dagger 'Blazewreath' (18-24 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Nature Power 18.5 - 24.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +12 fire +10 nature +20 mind On Hit.r1 +8 fire While equipped: dps ---------- Dmg.mod +6% arcane +3% mind ----- def ----- Resists +5% arcane +6% fire Sharp, short and deadly. |
elemental stralite dagger of evisceration (25-32 power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Arcane/Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * Create an explosion dealing 38 fire damage (1/turn) On Crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +9 (+3 eff.) Dmg.mod +7% fire Res.pen +21% fire Sharp, short and deadly. |
hateful stralite dagger of ruin (28-37 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Master/Psionic Power 28.5 - 37.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +12 darkness Against +9% Living While equipped: dps ---------- Phys.crit +9.0% Crit.mult +24.00% Apr +8 Sharp, short and deadly. |
plaguebringer's stralite dagger (29-38 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Arcane Power 29.0 - 37.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 4 On Hit: * 11% chance to reduce strength, dexterity, and constitution by 14 While equipped: ----- def ----- Disease- +20% Sharp, short and deadly. |
stralite dagger 'Zubynne' (28-37 power, 9 apr)1.0 T4 dagger 1H weapon [Rare] Disrupt Power 28.5 - 37.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Against +24% Unnatural While equipped: Stats +5 Str +4 Mag +5 Wil +8 Cun +3 Con dps ---------- Res.pen +10% mind ----- def ----- Crit.chn- 15.00% ---------- misc Infravis +2 Sharp, short and deadly. |
stralite dagger of rage (30-39 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Master Power 30.0 - 39.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical Acc +9 (+2 eff.) Sharp, short and deadly. |
truestriking stralite dagger (27-35 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Master Power 27.0 - 35.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +8% physical Acc +11 (+3 eff.) Apr +9 Sharp, short and deadly. |
truestriking stralite dagger of phasing (26-33 power, 20 apr)1.0 T4 dagger 1H weapon [Ego+] Arcane/Master Power 25.5 - 33.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +8.0% Atk.spd 100% Phasing +12% While equipped: dps ---------- Res.pen +5% physical Acc +14 (+3 eff.) Apr +9 Sharp, short and deadly. |
warbringer's stralite dagger of crippling (28-37 power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Master Power 28.5 - 37.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Con dps ---------- Phys.crit +8.0% Phys.pwr +7 (+3 eff.) Res.pen +6% physical ----- def ----- Disarm- +17% Sharp, short and deadly. |
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 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. |
elemental voratun greatsword (59-94 power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Arcane Power 59.0 - 94.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 38 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +14% cold Res.pen +12% cold Massive two-handed swords. |
Storm Fury4.0 T5 longbow 2H weapon Reqs Mag 30 Shoot [Unique] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 12% Chain Lightning 3 While equipped: Stats +10 Dex +10 Mag dps ---------- Spell.crit +10% Spell.pwr +30 (+15 eff.) Mov.spd +30% Ranged+ 75 lightning Dmg.mod +25% lightning ----- def ----- Defense +30 (+6 eff.) Resists +20% lightning ---------- misc Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 55 to 110 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
fungal elven-wood longbow of dexterity (+6)4.0 T4 longbow 2H weapon Reqs Shoot [Ego] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: Stats +6 Dex +2 Con dps ---------- Res.pen +11% physical ---------- misc Masteries +0.30 Wild-gift/Fungus Regenerate 258 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
keeper's dragonbone longbow of lightning4.0 T5 longbow 2H weapon Reqs Shoot [Ego+] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +27 lightning While equipped: dps ---------- Dmg.mod +21% lightning +23% physical +20% temporal Res.pen +11% physical +21% temporal ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
arcing stralite longsword of evisceration (32-44 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Arcane/Master Power 31.5 - 44.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 38 damage On Crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +9 (+3 eff.) Sharp, long, and deadly. |
blazebringer's voratun longsword of rage (41-57 power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Ego++] Nature/Master Power 41.0 - 57.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +49 fire While equipped: Stats +2 Str dps ---------- All.spd +4% Dmg.mod +11% physical Res.pen +15% fire Acc +9 (+2 eff.) Sharp, long, and deadly. |
Sleethack the dragonbone magestaff (30-36 power, 6 apr, arcane element)5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane 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 +6 Mag +4 Wil dps ---------- Spell.crit +5% Spell.pwr +22 (+11 eff.) Dmg.mod +30% arcane +15% cold Res.pen +25% cold ----- def ----- Resists +15% arcane Mind.save +9 (+4 eff.) HP.reg +2.00 Blind- +20% ---------- misc Mana/turn +0.17 Max.mana +155.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding dragonbone starstaff (30-36 power, 6 apr, darkness 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 +4 Con dps ---------- Spell.crit +5% Spell.pwr +21 (+11 eff.) Dmg.mod +30% darkness ----- def ----- HP.reg +1.30 Heal.mod +11% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
plaguebringer's stralite waraxe of ruin (31-43 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego++] Arcane/Master Power 31.0 - 43.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +11 blight On Hit: 20% Epidemic 4 On Hit: * 11% chance to reduce strength, dexterity, and constitution by 14 While equipped: dps ---------- Phys.crit +13.0% Crit.mult +25.00% Apr +9 ----- def ----- Disease- +23% One-handed war axes. |
Betheda the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +12% acid Mind.save +6 (+3 eff.) Heal.mod +10% Disarm- +20% Stun/Frz- +20% A belt that goes around your waist. |
Duvadin the hardened leather belt1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% acid Res.pen +25% mind +10% arcane On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- Armour +8 Resists +6% acid +15% mind Create a temporary shield that absorbs 314 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
Glacierbone1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Con dps ---------- Crit.mult +5.00% Mind.pwr +3 (+1 eff.) Dmg.mod +6% cold ----- def ----- Defense +15 (+3 eff.) Phys.save +5 (+3 eff.) ---------- misc Max.stam +10.00 A belt that goes around your waist. |
Gymira1.0 T3 belt armor [Rare] Psionic While equipped: Stats +3 Str +2 Wil +4 Cun +4 Con dps ---------- Phys.pwr +25 (+8 eff.) Mind.pwr +3 (+1 eff.) ----- def ----- Defense +10 (+2 eff.) Phys.save +8 (+4 eff.) A belt that goes around your waist. |
Ivumiwe1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Mind.crit +3% Crit.mult +10.00% Dmg.mod +12% mind ----- def ----- Resists +10% cold +11% fire +6% temporal Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Hate/m.crit +5.00 A belt that goes around your waist. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
blurring drakeskin leather belt of containment1.0 T5 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +15 (+3 eff.) Anom.red +14 Stealth +11 Max.HP +84.00 ---------- misc Max.mana +72.00 Max.stam +58.00 Max.hate +16.00 Max.psi +31.00 Max.vim +29.00 Max.P.En +30.00 Max.N.En +31.00 A belt that goes around your waist. |
cleansing hardened leather belt of burglary1.0 T3 belt armor [Ego+] Disrupt/Master While equipped: Stats +3 Dex +4 Cun +7 Lck ----- def ----- Resists +7% acid +9% blight Stealth +8 ---------- misc T.Disarm +10 Infravis +4 A belt that goes around your waist. |
noble's drakeskin leather belt1.0 T5 belt armor [Ego+] Master While equipped: Stats +6 Cun +6 Wil dps ---------- Against +15% Summoned ----- def ----- D.Red.from +28% Summoned A belt that goes around your waist. |
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 (+2 eff.) Resists +15% mind Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 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 44 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. |
Cracklecast (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +6% cold Res.pen +10% lightning +20% blight Melee Ret 8 lightning 8 cold ----- def ----- Defense +2 (+1 eff.) Resists +12% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Chalachik' (2 def, 8 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce armor by 24% ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +27% cold ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Galewalker' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +27% lightning +9% nature ----- def ----- Defense +2 (+1 eff.) Resists +12% lightning Max.HP +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Polaldavena' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +6 Dex +2 Wil +2 Cun +2 Con ----- def ----- Defense +1 (+0 eff.) Max.HP +34.00 ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
wyrmwaxed elven-silk cloak of Iron Throne (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Nature/Master While equipped: Stats +2 Str +3 Con ----- def ----- Defense +3 (+1 eff.) Resists +7% acid +8% fire +7% lightning +7% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+6 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+3 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
timebroken elven-silk robe of alchemy (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +4% Spell.pwr +6 (+3 eff.) Dmg.mod +9% acid +18% physical +11% temporal +21% fire +30% arcane +10% cold ----- def ----- Resists +19% acid +15% physical +13% fire +16% cold +15% all ---------- misc Max.mana +56.00 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+8 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 71 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
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 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Gloomviper of the Blightspawn (0 def, 1 armour)2.0 T1 feet armor [Random Unique] Master While equipped: Stats -2 Dex +2 Wil dps ---------- Phys.crit +8.0% Crit.mult +5.00% Phys.pwr +7 (+3 eff.) Spell.pwr +5 (+3 eff.) Apr +8 ----- def ----- Armour +1 Fatigue -5% Phys.save +5 (+3 eff.) Spell.save +9 (+4 eff.) Die.at -40.00 life ---------- misc Max.enc +24 A pair of boots made of leather. |
pair of rough leather boots 'Belolle' (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Con +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +6% physical ----- def ----- Armour +1 Resists +3% mind +12% cold Teleport- +10% ---------- misc Light +1 Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 10 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
scholar's pair of drakeskin leather boots of void walking (0 def, 5 armour)2.0 T5 feet armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +3 (+2 eff.) Res.pen +15% darkness +15% temporal ----- def ----- Armour +5 Resists +18% darkness +17% temporal Def/telep +18 Res/telep +14% Dur/telep +14% A pair of boots made of leather. |
Camydebar the drakeskin leather gloves (0 def, 3 armour)1.0 T4 hands armor [Rare] Psionic While equipped: Stats +1 Str dps ---------- Crit.mult +10.00% Phys.pwr +10 (+4 eff.) Acc +7 (+2 eff.) Apr +3 Melee Ret 10 blight ----- def ----- Armour +3 Phys.save +9 (+5 eff.) Mind.save +7 (+3 eff.) Disarm- +38% ---------- misc Vim/s.crit +1.00 Unarmed combat: Power 25.5 - 28.1 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +5 Crit +5.0% Atk.spd 100% On Hit: 10% Perfect Control 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 120.96 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
rough leather gloves 'Relgyromithel' (0 def, 1 armour)1.0 T1 hands armor [Rare] Arcane While equipped: dps ---------- Phys.crit +4.0% Melee+ 6 light Dmg.mod +3% light +6% temporal Res.pen +10% temporal ----- def ----- Armour +1 Resists +5% light Crit.chn- 5.00% ---------- misc Infravis +1 Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit: 20% Searing Light 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Chillwar the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Res.pen +25% arcane Melee Ret 6 cold ----- def ----- Armour +3 Fatigue +3% Resists +13% mind Mind.save +22 (+10 eff.) Confus- +38% ---------- misc Vim/s.crit +2.00 Max.vim +40.00 A cap made of leather. |
Porinor the Heatwither (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +9% fire Melee Ret 2 darkness 2 fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 * 20% chance to reduce damage dealt by 22% ----- def ----- Defense +2 (+1 eff.) Resists +9% fire Spell.save +8 (+4 eff.) A pointy cloth hat, very wizardly... |
aegis elven-silk wizard hat of knowledge (3 def, 0 armour)2.0 T5 head armor [Ego++] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Defense +3 (+1 eff.) Shield.pwr +6% HP.reg +3.00 A pointy cloth hat, very wizardly... |
bladed rough leather cap of might (0 def, 1 armour)2.0 T1 head armor [Ego++] Master While equipped: Stats +5 Str +2 Con dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% 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 172.9 Physical damage. If the attack hits, the target is confused (43% 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 cap made of leather. |
thaloren hardened leather cap of might (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +4 Str +3 Wil +2 Con dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +7% blight Mind.save +8 (+4 eff.) A cap made of leather. |
prismatic voratun mail armour of thunder (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Arcane While equipped: Stats +6 Str +5 Mag +8 Wil dps ---------- Phys.crit +5.0% Spell.crit +6% Mind.crit +5% Phys.pwr +14 (+5 eff.) Spell.pwr +18 (+9 eff.) Mind.pwr +19 (+7 eff.) ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +14% lightning +14% light +16% darkness A suit of armour made of mail. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
marauder's drakeskin leather armour of the hero (25 def, 8 armour)9.0 T5 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +13 Str +12 Dex +6 Mag +6 Wil +4 Cun ----- def ----- Armour +8 Defense +25 (+5 eff.) Fatigue +8% Phys.save +7 (+4 eff.) Max.HP +41.00 A suit of armour made of leather. |
volcanic drakeskin leather armour (20 def, 19 armour)9.0 T5 light armor [Ego+] Nature While equipped: dps ---------- Melee+ 7 fire Ranged+ 10 fire ----- def ----- Armour +19 Defense +20 (+4 eff.) Fatigue +8% Resists +22% fire +17% physical A suit of armour made of leather. |
9 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
294 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. |
4 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. |
4 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. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
5 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
voratun pickaxe of quickening (dig speed 18 turns)3.0 T5 digger tool [Ego+] Arcane While equipped: Stats +3 Str ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
4 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. |
4 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
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 66.34 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 66.34 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial1.0 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.(84 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Salimira'1.0 T3 lite [Rare] Arcane While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% darkness +27% blight ----- def ----- Resists +9% cold +10% light +9% mind Affinity +5% darkness Silence- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +7 Infravis +4 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 98.65 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 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. |
2 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. |
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 312.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
barbed pouch of voratun shots (21/21, 60-73 power, 6 apr)3.0 T5 shot ammo [Ego+] Master Power 60.5 - 72.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +15.0% Capacity 21 On Crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
supercharged stralite torque of mindblast [power 410] (18 cooldown)2.0 T4 torque charm [Ego+] Psionic Blast the opponent's mind dealing 410 mind damage and silencing them for 4 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
Morningdream [power 160] (25 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +5 Dex +3 Con dps ---------- Dmg.mod +6% light ----- def ----- Armour +8 Resists +18% cold Die.at -60.00 life 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: 405 Base Damage: 180 Armor: 10 All Resist: 11 Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
6 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. |
2 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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. |
8 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. |
5 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. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Biostabber the Cornac Rogue level 32
10th Dusk 123rd year of Ascendancy at 00:36 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Biostabber the Cornac Rogue level 32
2nd Dusk 123rd year of Ascendancy at 06:57 see stats
Against all odds
Killed Ukruk in the ambush.By Biostabber the Cornac Rogue level 30
27th Pyre 123rd year of Ascendancy at 01:42 see stats
Arachnophobia
Destroyed the spydric menace.By Biostabber the Cornac Rogue level 36
42nd Dusk 123rd year of Ascendancy at 21:40 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Biostabber the Cornac Rogue level 36
50th Dusk 123rd year of Ascendancy at 03:12 see stats
Brave new world
Went to the Far East and took part in the war.By Biostabber the Cornac Rogue level 35
30th Dusk 123rd year of Ascendancy at 19:33 see stats
Bringer of Doom
Killed a Bringer of Doom.By Biostabber the Cornac Rogue level 28
80th Haze 122nd year of Ascendancy at 19:36 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Biostabber the Cornac Rogue level 24
66th Haze 122nd year of Ascendancy at 08:03 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Biostabber the Cornac Rogue level 33
15th Dusk 123rd year of Ascendancy at 17:58 see stats
Earth Master
Killed Harkor'Zun.By Biostabber the Cornac Rogue level 16
6th Haze 122nd year of Ascendancy at 02:47 see stats
Exterminator
Killed 1000 creatures.By Biostabber the Cornac Rogue level 20
32nd Haze 122nd year of Ascendancy at 09:06 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Biostabber the Cornac Rogue level 32
1st Flare 123rd year of Ascendancy at 23:19 see stats
Fear me not!
Survived the Fearscape!By Biostabber the Cornac Rogue level 32
13rd Dusk 123rd year of Ascendancy at 22:17 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Biostabber the Cornac Rogue level 32
2nd Dusk 123rd year of Ascendancy at 06:25 see stats
Level 10
Got a character to level 10.By Biostabber the Cornac Rogue level 10
9th Mirth 122nd year of Ascendancy at 02:09 see stats
Level 20
Got a character to level 20.By Biostabber the Cornac Rogue level 20
31st Haze 122nd year of Ascendancy at 00:58 see stats
Level 30
Got a character to level 30.By Biostabber the Cornac Rogue level 30
26th Pyre 123rd year of Ascendancy at 02:42 see stats
Size matters
Did over 600 damage in one attack.By Biostabber the Cornac Rogue level 35
40th Dusk 123rd year of Ascendancy at 18:54 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Biostabber the Cornac Rogue level 34
15th Dusk 123rd year of Ascendancy at 20:31 see stats
That was close
Killed your target while having only 1 life left.By Biostabber the Cornac Rogue level 24
68th Haze 122nd year of Ascendancy at 16:56 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Biostabber the Cornac Rogue level 32
2nd Dusk 123rd year of Ascendancy at 06:57 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Biostabber the Cornac Rogue level 11
25th Dusk 122nd year of Ascendancy at 17:52 see stats
The secret city
Discovered the truth about mages.By Biostabber the Cornac Rogue level 14
50th Dusk 122nd year of Ascendancy at 20:02 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Biostabber the Cornac Rogue level 11
24th Dusk 122nd year of Ascendancy at 15:41 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Biostabber the Cornac Rogue level 28
1st Decay 122nd year of Ascendancy at 20:54 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Biostabber the Cornac Rogue level 19
8th Haze 122nd year of Ascendancy at 11:39 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Biostabber the Cornac Rogue level 29
26th Pyre 123rd year of Ascendancy at 02:42 see stats
Log
Minotaur misses Biostabber.
Stone golem misses Biostabber.
Xanissra the poison ooze's corrosive nature intensifies!
Biostabber resists the confusion!
Xanissra the poison ooze's confounding nature area effect hits Biostabber for 31 nature damage.
Biostabber uses Infusion: Wild.
Biostabber speeds up.
Biostabber is cured!
Biostabber lessens the pain.
Biostabber is confused and fails to use Infusion: Regeneration.
Minotaur misses Biostabber.
Xanissra the poison ooze releases poisonous spores at Biostabber.
Xanissra the poison ooze's mind surges with critical power!
Biostabber is poisoned and cannot move!
Crimson ooze misses Biostabber.
Stone golem hits Biostabber for (29 parried), 103 physical (103 total damage).
Melee retaliation hits Stone golem for 11 light, 22 cold, 4 mind, 18 darkness (54 total damage).
Biostabber resists the confusion!
Xanissra the poison ooze's confounding nature area effect hits Biostabber for 26 nature damage.
Spydric Poison from Xanissra the poison ooze hits Biostabber for 39 nature damage.
Minotaur misses Biostabber.
Biostabber uses Infusion: Regeneration.
Biostabber starts regenerating health quickly.
Stone golem uses Stun.
Biostabber is stunned!
Stone golem hits Biostabber for 118 physical damage.
Melee retaliation hits Stone golem for 11 light, 22 cold, 4 mind, 18 darkness (54 total damage).
Biostabber the level 39 cornac rogue was maimed to death by a stone golem on level 3 of Grushnak Pride.










































































































































































