












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Water Purification 1.7.0Fixes a bug in the Lost Knowledge quest, restoring the intended effect that the poison water in the Valley of the Moon will be purified to regular water when the quest is successfully completed. Also available as part of the Bugnibus Bugfix Pack. [NOTE: We anticipate that the relevant bug will be fixed in a future game release, at which time this addon will be officially deprecated.] Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. 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:
More Sounds 1.7.6This addon adds new sounds to the game, such as on some talents that don't have an associated sound, and on infliction of certain status effects. Currently adds new sounds to the following: [Status Effects] [Infusions/Runes] [Other] More will be added as I play more. All sounds are fully original and created by me. Mr Frog VFX Pack 1.7.0Replaces a number of visual effects with (hopefully) nicer versions. Shader support recommended. Overwrites some talent code in a minimally-invasive manner. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Writhing One |
| Level / Exp | 38 / 24% |
| Size | medium |
| Lifes / Deaths | Killed by Eren the giant at level 15 on the 24th Profit 122nd year of Ascendancy at 05:09 0 / 9Killed by Rysarcre the halfling at level 29 on the 10th Steel 123rd year of Ascendancy at 15:24 Killed by Celia at level 30 on the 26th Steel 123rd year of Ascendancy at 07:11 Killed by armoured skeleton warrior at level 32 on the 38th Steel 123rd year of Ascendancy at 10:34 Killed by faerlhing at level 34 on the 39th Steel 123rd year of Ascendancy at 04:20 Killed by Sage at level 36 on the 16th Gold 123rd year of Ascendancy at 07:55 Killed by orc high pyromancer at level 37 on the 6th Stralite 123rd year of Ascendancy at 08:11 Killed by Emywyn the orc cryomancer at level 37 on the 6th Stralite 123rd year of Ascendancy at 12:59 Killed by multi-hued drake at level 38 on the 7th Stralite 123rd year of Ascendancy at 00:08 |
Primary Stats
| Strength | 76 (base 50) |
| Dexterity | 10 (base 10) |
| Constitution | 54 (base 43) |
| Magic | 107 (base 60) |
| Willpower | 18 (base 10) |
| Cunning | 33 (base 10) |
Resources
| Life | -89/1380 |
| Insanity | 38/100 |
| Healing Factor | 1.4997803169826 |
| Regeneration | 12.373187615106 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +45.441686460958% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
Offense: Mainhand
| Damage | 216 |
| Accuracy | 54 |
| Crit Chance | 18% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 74 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +16% |
| Darkness | +4% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 85.50863224038 (94.051442452011%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 18 |
| Physical Save | 59 |
| Spell Save | 57 |
| Mental Save | 54 |
Defense: Resistances
| Acid | + 46%( 70%) |
| Blight | + 47%( 70%) |
| Cold | + 42%( 70%) |
| All | + 12%( 70%) |
| Lightning | + 33%( 70%) |
| Temporal | + 17%( 70%) |
| Darkness | + 33%( 70%) |
| Fire | + 28%( 70%) |
| Nature | + 17%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 20% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 635 damage for 5 turns. Its effects scale with your Magic 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 42% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| 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 273 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 196 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 53 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Class Talents
| Demented / Tentacles | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Disfigured face | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 4/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 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 successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by orc grand master assassin. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost defiler from death by snow giant thunderer. Escort: lost defiler (level 2 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved Magic 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 Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by cold drake hatchling. Escort: repented thief (level 2 of Norgos Lair) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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. * 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: 333. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed storm wyrm claw. * You've found the needed multi-hued wyrm scale. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed snow giant kidney. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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 |
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 | Xidatha (0 def, 20 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +2 Con ----- def ----- Armour +20 Fatigue +3% Mind.save +15 (+5 eff.) HP.reg +4.00 Heal.mod +20% Disease- +20% Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Ulfaleg-1.0 T5 lite [Random Unique] Arcane While equipped: Stats +7 Str +14 Mag +2 Cun dps ---------- Spell.pwr +32 (+8 eff.) Melee Ret 30 fire ----- def ----- Resists +8% fire Crit.chn- 10.00% ---------- misc Light +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
| Tool | 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 (+4 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 7 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. |
| On fingers | pixie's stralite ring of pilfering0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Mag dps ---------- Spell.pwr +8 (+2 eff.) Acc +7 (+3 eff.) Apr +10 ----- def ----- Defense +10 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 105% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | pixie's stralite ring of speed0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Cun +6 Mag dps ---------- Spell.pwr +10 (+3 eff.) Mov.spd +13% Acc +8 (+3 eff.) ----- def ----- Defense +10 (+3 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 2.0 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 23% for 5 turns. Rings make your fingers look great! |
| Around waist | Branehad1.0 T3 belt armor [Rare] Master While equipped: ----- def ----- Defense +20 (+7 eff.) Resists +24% acid +10% fire +10% cold HP.reg +4.00 Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
| In main hand | voratun waraxe 'Rhidoran' (56-78 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master Power 56.0 - 78.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +18 blight +20 cold On Hit: 20% Epidemic 5 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 33 While equipped: dps ---------- Res.pen +15% arcane ----- def ----- Armour +4 Defense +20 (+7 eff.) Crit.chn- 10.00% Mind.save +6 (+2 eff.) Disease- +35% One-handed war axes. |
| On hands | hardened leather gloves 'Mayinn' (0 def, 8 armour)1.0 T2 hands armor [Rare] Arcane While equipped: dps ---------- Crit.mult +10.00% Melee+ 10 blight Dmg.mod +12% blight ----- def ----- Armour +8 Resists +25% blight ---------- misc Max.vim +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Xanoth the voratun plate armour (11 def, 30 armour)17.0 T5 massive armor Reqs Massive armour training [Random Unique] Master/Psionic While equipped: Stats +6 Str +2 Dex +1 Wil +4 Cun +4 Con ----- def ----- Armour +30 Defense +11 (+4 eff.) Fatigue +15% Resists +12% lightning +6% nature Phys.save +7 (+2 eff.) Spell.save +3 (+1 eff.) Mind.save +13 (+5 eff.) Max.HP +68.00 A suit of armour made of metal plates. This item has been sent to the Item's Vault. |
| Cloak | Blastzephyr (2 def, 7 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Wil +2 Con ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +12% lightning +24% cold +9% darkness +6% temporal Crit.chn- 10.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Inventory
Primal Infusion (affinity 12%; 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 12% 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. |
healing infusion of the wizard (heal 312; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 312 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic 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 duelist (die at -298; dur 7; cd 28)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 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 -298 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 596 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the psychic (die at -185; dur 8; cd 26)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -185 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 369 life, 16 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. |
heroism infusion of the titan (die at -476; dur 7; cd 27)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 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 -476 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 952 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 614%; cd 9)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 614% 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. |
movement infusion (speed 716%; cd 8)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 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 716% 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. |
movement infusion (speed 560%; cd 8)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 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 560% 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. |
movement infusion (speed 551%; cd 12)0.1 infusion scroll [Normal] 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 increase movement speed by 551% 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. |
regeneration infusion (heal 234; 12 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 234 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. |
regeneration infusion of the warrior (heal 323; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 323 life over 5 turns. 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. |
wild infusion (res 22%; mental, magical; dur 2; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 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 22% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 (res 20%; mental; dur 2; cd 14)0.1 infusion scroll [Normal] 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 mental effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 (res 19%; mental; dur 3; cd 14)0.1 infusion scroll [Normal] 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 mental effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 psychic (res 22%; physical; dur 4; cd 14)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 22% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
wild infusion of the wizard (res 40%; physical; dur 4; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 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 40% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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 |
blink rune of the psychic (range 5; phase 20; cd 16)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the warrior (damage 277; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 277.20 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 9; resist 11%; move 43%; dur 5; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 11% all resistance, you move 43% faster, and you are invisible (power 9). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 20; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 20 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune (absorb 53; cd 13)0.1 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 53 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the warrior (absorb 153; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 153 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune (threshold 21; blocks 3; dur 4; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 21 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 81; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 81 with a minimum range of 15. 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! |
Pendant of the Sun and Moons0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+2 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 3.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 20 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
restful stralite amulet of the eclipse0.1 T4 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 12 light 9 darkness Dmg.mod +9% light +10% darkness On Melee Ret: * 10% chance to reduce damage dealt by 15% * 7% chance to blind ----- def ----- Fatigue -9% HP.reg +4.00 Amulets make your neck look great! |
stralite amulet 'Arylralle'0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +5 Cun +2 Str dps ---------- Dmg.mod +12% temporal Res.pen +10% temporal Melee Ret 8 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Resists +34% mind Crit.chn- 10.00% Confus- +44% Amulets make your neck look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
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. |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 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. |
solipsist's stralite ring of clarity0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +8 (+4 eff.) ----- def ----- Mind.save +9 (+3 eff.) Confus- +32% Rings make your fingers look great! |
elven-wood magestaff (25-30 power, 5 apr, arcane element)5.0 T4 staff 2H weapon [Normal] Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +25% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood starstaff (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Normal] Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +25% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff of might (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +17% Spell.pwr +12 (+3 eff.) Dmg.mod +25% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding elven-wood starstaff of warding (25-30 power, 5 apr, light element)5.0 T4 staff 2H weapon [Ego+] Arcane/Nature Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +4% Spell.pwr +17 (+5 eff.) Dmg.mod +25% light ----- def ----- Armour +4 Defense +5 (+2 eff.) HP.reg +1.30 Heal.mod +23% ---------- misc Wards +2 light Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood magestaff of protection (31-37 power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 31.0 - 37.2 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +15 (+4 eff.) Dmg.mod +31% lightning ----- def ----- Resists +16% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
void walker's elven-wood starstaff of wizardry (25-30 power, 5 apr, light element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +1 Mag +4 Wil dps ---------- Spell.crit +4% Spell.pwr +14 (+4 eff.) Dmg.mod +25% light ----- def ----- Resists +12% darkness +9% temporal Def/telep +10 Res/telep +5% Dur/telep +16% ---------- misc Max.mana +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
stralite battleaxe (44-67 power, 3 apr)3.0 T4 battleaxe 2H weapon [Normal] Power 44.5 - 66.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Massive two-handed battleaxes. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr)3.0 T4 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 50% Mag, 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. |
stralite greatsword of evisceration (46-74 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Master Power 46.0 - 73.6 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit: * Wound the target dealing 342 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +7 (+1 eff.) Massive two-handed swords. |
acidic orite trident of massacre (52-83 power, 13 apr)3.0 T4 trident 2H weapon [Ego] Arcane/Master Power 52.0 - 83.2 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 199 damage over 5 turns and reducing armor and accuracy by 25 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Blade of Distorted Time (40-56 power, 40 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 40.0 - 56.0 Physical Uses 70% Mag, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +40 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * deals 127 temporal damage and slows enemies in radius 6 of the target by 137% based on Magic While equipped: dps ---------- Dmg.mod +30% temporal +30% physical ----- def ----- Def/telep +20 Res/telep +20% Dur/telep +20% Blink Blade: Level 4.0 Pwr.cost 10 out of 10/10. Range 8 Travel.spd instantaneous Is a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
Everpyre Blade (38-53 power, 10 apr)3.0 T4 longsword 1H weapon [Unique] Nature/Master Power 38.0 - 53.2 Fire Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +18.0% Atk.spd 100% On Hit: 15% Fire Breath 4 While equipped: Stats +7 Str +7 Wil dps ---------- Dmg.mod +20% fire Res.pen +15% fire ----- def ----- Resists +10% nature +15% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
caustic stralite longsword of ruin (33-46 power, 5 apr)3.0 T4 longsword 1H weapon [Ego++] Nature/Master Power 33.0 - 46.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Crit.r2 +24 acid +23 nature While equipped: dps ---------- Phys.crit +13.0% Crit.mult +21.00% Res.pen +13% acid +18% nature Apr +17 Sharp, long, and deadly. |
stralite longsword (33-46 power, 5 apr)3.0 T4 longsword 1H weapon [Normal] Power 33.0 - 46.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Sharp, long, and deadly. |
stralite longsword (34-47 power, 5 apr)3.0 T4 longsword 1H weapon [Normal] Power 33.5 - 46.9 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Sharp, long, and deadly. |
Dedication (31-43 power, 6 apr)3.0 T3 mace 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 90% Str, 50% Mag, 20% Cun Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +20.0% Atk.spd 100% On Crit.r2 +50 manaburn arcane While equipped: ----- def ----- Resists +15% arcane +20% blight It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
balanced stralite mace of shearing (35-49 power, 5 apr)3.0 T4 mace 1H weapon [Ego+] Master Power 35.0 - 49.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% all Acc +19 (+6 eff.) Apr +10 ----- def ----- Defense +9 (+3 eff.) Disarm- +32% Blunt and deadly. |
stormbringer's stralite mace of dampening (36-50 power, 5 apr)3.0 T4 mace 1H weapon [Ego+] Nature/Disrupt Power 35.5 - 49.7 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit.r2 +21 lightning +30 cold While equipped: dps ---------- Mov.spd +26% Res.pen +11% lightning +12% cold ----- def ----- Resists +11% acid +12% lightning +10% cold +12% fire +5% all Spell.save +9 (+3 eff.) Blunt and deadly. |
voratun mace 'Beridofast' (56-79 power, 6 apr)3.0 T5 mace 1H weapon [Random Unique] Master/Psionic Power 56.5 - 79.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +15 mind On Hit: * 32% chance to reduce all saves and defense by 17 On Crit: * Wound the target dealing 342 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Cun +4 Wil dps ---------- Phys.crit +8.0% Phys.pwr +14 (+2 eff.) Res.pen +5% acid ----- def ----- Armour +4 Resists +5% arcane Heal.mod +5% Confus- +20% Teleport- +20% Blunt and deadly. |
dwarven-steel waraxe (20-28 power, 4 apr)3.0 T3 waraxe 1H weapon [Normal] Power 20.0 - 28.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
flaming dwarven-steel waraxe (20-28 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane Power 20.0 - 28.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +11 fire One-handed war axes. |
Mercy (35-46 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 42 [Unique] Psionic Power 35.0 - 45.5 Physical Uses 45% Str, 50% Mag, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
acidic stralite dagger of massacre (39-51 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego] Arcane/Master Power 39.0 - 50.7 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 199 damage over 5 turns and reducing armor and accuracy by 25 Sharp, short and deadly. |
blazebringer's stralite dagger of massacre (38-49 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Nature/Master Power 37.5 - 48.8 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +29 fire While equipped: dps ---------- All.spd +4% Res.pen +18% fire Sharp, short and deadly. |
Amethyst of Sanctuary (15-16 power, 26 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 28 [Unique] Nature/Psionic Power 15.0 - 16.5 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +26 Crit +6.0% Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Mind.crit +7% Mind.pwr +14 (+7 eff.) ----- def ----- Resists +15% mind Mind.save +25 (+8 eff.) ---------- misc Max.psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
nature's pulsing mindstar (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature Power 13.0 - 14.3 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% nature ----- def ----- Resists +6% blight Disease- +13% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
ranger's elven-wood longbow of cold4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +14 cold While equipped: Stats +5 Dex dps ---------- Dmg.mod +21% cold Longbows are used to shoot arrows at your foes. |
barbed quiver of yew arrows of accuracy (18/18, 47-66 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego+] Master Power 47.0 - 65.8 Physical Uses 70% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Acc +17 Apr +10 Crit +14.0% Capacity 18 On Crit: * Wound the target dealing 342 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Fire Dragon Shield (16 def, 9 armour, 220 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. 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 (+5 eff.) Rng.Def +15 (+5 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. |
coruscating stralite shield of the stars (0 def, 8 armour, 140 block)7.0 T4 shield armor Reqs Shield usage training [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Str +5 Mag +1 Cun dps ---------- Dmg.mod +14% light +12% darkness Melee Ret 7 fire ----- def ----- Armour +8 Fatigue +8% Resists +14% fire +14% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
stralite shield (0 def, 8 armour, 135.5 block)7.0 T4 shield armor Reqs Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
shimmering silk robe of light (+27%) (0 def, 0 armour)2.0 T4 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +14% arcane +18% light ----- def ----- Resists +27% light +13% all ---------- misc Max.mana +45.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
enlightening reinforced leather armour (12 def, 7 armour)9.0 T4 light armor [Ego+] Psionic While equipped: Stats +3 Cun +7 Wil ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Mind.save +12 (+4 eff.) A suit of armour made of leather. |
searing dwarven-steel mail armour of command (11 def, 14 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Arcane/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 11 acid 10 fire Melee Ret 8 acid 9 fire ----- def ----- Armour +14 Defense +11 (+4 eff.) Fatigue +12% Resists +16% acid +15% fire Mind.save +13 (+5 eff.) A suit of armour made of mail. |
stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Revenant (8 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+3 eff.) Fatigue +12% Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+4 eff.) Silence- +20% Confus- +20% Pinning- +20% Stun/Frz- +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
enlightening stralite plate armour of acid resistance (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training [Ego+] Master/Psionic While equipped: Stats +3 Cun +6 Wil ----- def ----- Armour +13 Fatigue +22% Resists +19% acid Mind.save +10 (+4 eff.) A suit of armour made of metal plates. |
impenetrable stralite plate armour (0 def, 21 armour)17.0 T4 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +21 Fatigue +22% A suit of armour made of metal plates. |
prismatic stralite plate armour (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training [Ego] Arcane While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +13% light +14% darkness A suit of armour made of metal plates. |
radiant stralite plate armour of command (8 def, 19 armour)17.0 T4 massive armor Reqs Massive armour training [Ego++] Nature/Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +19 Defense +8 (+3 eff.) Fatigue +22% Resists +20% blight +22% darkness Mind.save +11 (+4 eff.) ---------- misc Light +1 A suit of armour made of metal plates. |
stralite plate armour (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training [Normal] While equipped: ----- def ----- Armour +13 Fatigue +22% A suit of armour made of metal plates. |
Earirastir the hardened leather belt1.0 T3 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Dex +2 Mag +3 Wil +4 Cun dps ---------- Phys.crit +8.0% Mind.crit +8% Crit.mult +10.00% Spell.pwr +5 (+2 eff.) Dmg.mod +6% blight Phasing +30% ----- def ----- Mind.save +18 (+6 eff.) Max.HP +49.00 ---------- misc Mana/s.crit +2.00 A belt that goes around your waist. |
spiritwalker's hardened leather belt1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +6 Mag ---------- misc Mana/turn +0.28 Max.mana +29.00 A belt that goes around your waist. |
Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+7 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 21% chance to evade melee and ranged attacks and 8 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. |
regal cashmere cloak of implacability (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature/Psionic While equipped: Stats +3 Wil ----- def ----- Defense +2 (+1 eff.) Phys.save +7 (+2 eff.) Mind.save +17 (+6 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
invigorating pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego+] Nature/Master While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +3 Fatigue -6% Max.HP +37.00 ---------- misc Stam/turn +1.00 Max.stam +23.00 A pair of boots made of leather. |
wanderer's pair of hardened leather boots of evasion (5 def, 3 armour)2.0 T3 feet armor [Ego++] Master While equipped: Stats +3 Cun +3 Con ----- def ----- Armour +3 Defense +5 (+2 eff.) Phys.save +16 (+4 eff.) Mind.save +13 (+5 eff.) Evasion: (Instant) Puts all charms on 30 cooldown 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 21% chance to evade melee and ranged attacks and 8 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
wanderer's pair of hardened leather boots of invasion (0 def, 3 armour)2.0 T3 feet armor [Ego++] Master While equipped: Stats +1 Cun +2 Con dps ---------- Phys.crit +2.0% Phys.pwr +4 (+0 eff.) Res.pen +7% physical ----- def ----- Armour +3 Phys.save +15 (+4 eff.) Mind.save +13 (+5 eff.) A pair of boots made of leather. |
drakeskin leather gloves (0 def, 3 armour)1.0 T4 hands armor [Normal] While equipped: ----- def ----- Armour +3 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. |
sand drakeskin leather gloves of regeneration (0 def, 10 armour)1.0 T4 hands armor [Ego+] Nature While equipped: dps ---------- Melee+ 9 physical Dmg.mod +5% physical ----- def ----- Armour +10 HP.reg +3.10 ---------- misc Stam/turn +0.50 Psi/turn +0.10 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. |
temporal drakeskin leather gloves of magic (+4) (0 def, 3 armour)1.0 T4 hands armor [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Melee+ 9 temporal Ranged+ 16 temporal Dmg.mod +9% arcane +8% temporal ----- def ----- Armour +3 Resists +8% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cinder voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 10 fire Dmg.mod +6% fire ----- def ----- Armour +3 Fatigue +5% Resists +7% fire 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. |
storm voratun gauntlets of butchering (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +8 (+1 eff.) Melee+ 12 lightning Dmg.mod +7% lightning Acc +11 (+4 eff.) Apr +11 ----- def ----- Armour +3 Fatigue +5% Resists +9% lightning +7% blight Spell.save +15 (+4 eff.) 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. |
voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% 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. |
voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% 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. |
stabilizing cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +3 Wil ----- def ----- Defense +2 (+1 eff.) Phys.save +8 (+2 eff.) A pointy cloth hat, very wizardly... |
thaloren hardened leather cap of dexterity (+4) (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +4 Dex +2 Wil ----- def ----- Armour +3 Fatigue +3% Resists +10% blight Mind.save +5 (+2 eff.) A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
defender's dwarven-steel helm of precognition (11 def, 10 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +3 Cun dps ---------- Acc +6 (+2 eff.) On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +10 Defense +11 (+4 eff.) Fatigue +4% Resists +4% all Phys.save +5 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% 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 151.97 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. |
Yaldan Baoth (0 def, 10 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
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 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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. |
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. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
alchemist's lamp 'Ereluthel'1.0 T3 lite [Rare] Psionic While equipped: Stats +3 Mag +5 Wil dps ---------- Mind.crit +2% Dmg.mod +8% mind Res.pen +10% physical ----- def ----- Resists +4% physical Crit.chn- 15.00% ---------- misc Equi/ret +0.08 Light +4 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. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+4 eff.) 10% chance when hit to absorb the whole blow. This effect has a 30 turn cooldown. 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. |
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. |
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. |
Eilinevea the Shadowbrand [power 302] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +25% darkness +20% nature +20% mind Melee Ret 6 darkness ----- def ----- Resists +15% nature Heal yourself and all friendly characters within 10 spaces for 302 Puts all charms on 15 cooldown 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 (+2 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. |
innervating elven-wood wand of lightning storm [power 350] (15 cooldown)2.0 T4 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 70 lightning damage and will be dazed for 1 turn (350 total damage) Puts all charms on 15 cooldown 100% to reduce fatigue by 36% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded elven-wood wand of lightning storm [power 410] (15 cooldown)2.0 T4 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +3 lightning +3 mind +6 light +5 darkness Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 82 lightning damage and will be dazed for 1 turn (410 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of shielding 'Isledhevena' [power 482] (20 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: ----- def ----- Defense +20 (+7 eff.) Resists +9% lightning +5% arcane +9% mind HP.reg +2.00 Create a shield absorbing up to 482 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 25% for 2 turns. 100% to increase the duration of 3 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con 3 charge(s). Reduce the duration of all detrimental effects. Uses 10 power out of 3/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Sage the Dwarf Writhing One level 34
41st Steel 123rd year of Ascendancy at 05:02 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Sage the Dwarf Writhing One level 29
15th Steel 123rd year of Ascendancy at 11:08 see stats
Against all odds
Killed Ukruk in the ambush.By Sage the Dwarf Writhing One level 34
39th Steel 123rd year of Ascendancy at 11:47 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Sage the Dwarf Writhing One level 25
1st Shortage 122nd year of Ascendancy at 20:25 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 Sage the Dwarf Writhing One level 38
7th Stralite 123rd year of Ascendancy at 00:07 see stats
Brave new world
Went to the Far East and took part in the war.By Sage the Dwarf Writhing One level 37
30th Gold 123rd year of Ascendancy at 18:36 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Sage the Dwarf Writhing One level 24
8th Loss 122nd year of Ascendancy at 16:21 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Sage the Dwarf Writhing One level 36
16th Gold 123rd year of Ascendancy at 20:03 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Sage the Dwarf Writhing One level 36
16th Gold 123rd year of Ascendancy at 15:00 see stats
Exterminator
Killed 1000 creatures.By Sage the Dwarf Writhing One level 18
40th Profit 122nd year of Ascendancy at 09:43 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Sage the Dwarf Writhing One level 34
3rd Gold 123rd year of Ascendancy at 09:18 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Sage the Dwarf Writhing One level 29
24th Shortage 122nd year of Ascendancy at 22:31 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 Sage the Dwarf Writhing One level 35
9th Gold 123rd year of Ascendancy at 07:03 see stats
Level 10
Got a character to level 10.By Sage the Dwarf Writhing One level 10
1st Acquisition 122nd year of Ascendancy at 09:51 see stats
Level 20
Got a character to level 20.By Sage the Dwarf Writhing One level 20
44th Profit 122nd year of Ascendancy at 02:10 see stats
Level 30
Got a character to level 30.By Sage the Dwarf Writhing One level 30
21st Steel 123rd year of Ascendancy at 16:46 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Sage the Dwarf Writhing One level 24
8th Dearth 122nd year of Ascendancy at 12:55 see stats
Size is everything
Did over 1500 damage in one attack.By Sage the Dwarf Writhing One level 28
18th Shortage 122nd year of Ascendancy at 09:39 see stats
Size matters
Did over 600 damage in one attack.By Sage the Dwarf Writhing One level 17
35th Profit 122nd year of Ascendancy at 20:10 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Sage the Dwarf Writhing One level 37
16th Gold 123rd year of Ascendancy at 23:52 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Sage the Dwarf Writhing One level 29
15th Steel 123rd year of Ascendancy at 11:08 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Sage the Dwarf Writhing One level 24
25th Dearth 122nd year of Ascendancy at 02:10 see stats
The secret city
Discovered the truth about mages.By Sage the Dwarf Writhing One level 15
22nd Profit 122nd year of Ascendancy at 14:58 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Sage the Dwarf Writhing One level 24
24th Dearth 122nd year of Ascendancy at 00:41 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Sage the Dwarf Writhing One level 16
28th Profit 122nd year of Ascendancy at 19:29 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Sage the Dwarf Writhing One level 32
38th Steel 123rd year of Ascendancy at 11:33 see stats
Log
Multi-hued drake hits Multi-hued drake hatchling for 202 lightning damage.
Multi-hued drake hits Overpowered greater multi-hued wyrm for 73 lightning damage.
Multi-hued drake hits Multi-hued drake for 151 lightning damage.
Multi-hued drake hits Multi-hued drake hatchling for 218 lightning damage.
Multi-hued drake hits Multi-hued drake for 132 lightning damage.
Multi-hued drake hits Overpowered greater multi-hued wyrm for 82 lightning damage.
Multi-hued drake hits Multi-hued drake hatchling for 217 lightning damage.
Multi-hued drake hits Multi-hued drake hatchling for 237 lightning damage.
Multi-hued drake hits Overpowered greater multi-hued wyrm for 67 lightning damage.
Multi-hued drake hits Orc elite fighter for 188 lightning damage.
Multi-hued drake hits Overpowered greater multi-hued wyrm for 86 lightning damage.
Multi-hued drake hits Multi-hued drake hatchling for 239 lightning damage.
Multi-hued drake hits Multi-hued drake hatchling for 235 lightning damage.
Multi-hued drake hits Sage for 181 lightning damage.
Multi-hued drake hits Multi-hued drake hatchling for 128 lightning damage.
Multi-hued drake hits Multi-hued drake hatchling for 124 lightning damage.
Multi-hued drake hits Multi-hued drake hatchling for 216 lightning damage.
Multi-hued drake hits Multi-hued drake hatchling for 172 lightning damage.
Multi-hued drake hits Multi-hued drake for 108 lightning damage.
Multi-hued drake hits Multi-hued drake for 143 physical damage.
Multi-hued drake hits Overpowered greater multi-hued wyrm for 106 physical damage.
Multi-hued drake hits Multi-hued drake hatchling for 172 physical damage.
Multi-hued drake hits Multi-hued drake hatchling for 172 physical damage.
Multi-hued drake hits Multi-hued drake for 104 physical damage.
Multi-hued drake hits Multi-hued drake hatchling for 172 physical damage.
Multi-hued drake hits Sage for 190 physical damage.
Multi-hued drake hits Multi-hued drake for 143 physical damage.
Multi-hued drake hits Multi-hued drake hatchling for 172 physical damage.
Multi-hued drake hits Multi-hued drake hatchling for 152 physical damage.
Sage the level 38 dwarf writhing one was tortured to death by a multi-hued drake on level 2 of Vor Armoury.






















































































































