









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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:
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.
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Sun Paladin (Avatar of a Distant Sun) |
| Level / Exp | 50 / 484% |
| Size | medium |
| Lifes / Deaths | Killed by Argoniel at level 50 on the 57th Dusk 123rd year of Ascendancy at 23:41 / 1 |
Primary Stats
| Strength | 180 (base 66) |
| Dexterity | 122 (base 24) |
| Constitution | 72 (base 25) |
| Magic | 116 (base 60) |
| Willpower | 45 (base 9) |
| Cunning | 139 (base 52) |
Resources
| Mana | 606/726 |
| Life | -777/1552 |
| Positive | 120/197 |
| Stamina | 294/334 |
| Steam | 80/100 |
| Healing Factor | 1.3662906294956 |
| Regeneration | 11.271897693339 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 16 |
| Infravision | 13 |
| See Stealth | 25 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 283 |
| Accuracy | 87 |
| Crit Chance | 93% |
| APR | 37 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 64 |
| Crit Chance | 60% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 56% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +9% |
| Acid | +9% |
| Light | +60% |
| Lightning | +30% |
| Mind | +18% |
| Arcane | +27% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Light | +54% |
| Nature | +5% |
| Fire | +25% |
| Arcane | +15% |
| Cold | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 127.72307323196 (100%) |
| Defense | 75 |
| Ranged Defense | 75 |
| Fatigue | 37 |
| Physical Save | 81 |
| Spell Save | 50 |
| Mental Save | 57 |
Defense: Resistances
| Acid | + 49%( 70%) |
| Blight | + 27%( 70%) |
| Arcane | + 29%( 70%) |
| Cold | + 36%( 70%) |
| All | + 25%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 80%( 80%) |
| Lightning | + 70%( 70%) |
| Fire | + 44%( 70%) |
| Nature | + 39%( 70%) |
Defense: Immunities
| Stun Resistance | 90% |
| Confusion Resistance | 72% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Pinning Resistance | 75% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 65% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 640 damage for 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 242 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 620 damage for 3 turns. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 224% efficiency and cooldown mod of 63%. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Guardian | 1.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 3/5 |
| Celestial / Sun | 1.70 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Combat | 1.50 |
| 5/5 |
| 4/5 |
| 5/5 |
| 3/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.50 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Celestial / Light | 1.50 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Vorudatta the snow giant. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by Salina the vampire. Escort: lost warrior (level 5 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 165. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Steam Powered Boots (8 def, 15 armour) 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Phys.save +15 (+3 eff.) Pinning- +75% Knockbk- +25% Teleport- +100% Generate 3 steam each time you walk. Boots. But with steam power! |
| Light source | Eclipsekiss 1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +19.00% Phys.pwr +9 (+2 eff.) Dmg.mod +15% arcane +20% light Res.pen +15% arcane ----- def ----- Resists +6% darkness +5% arcane Phys.save +13 (+3 eff.) Heal.mod +28% Blind- +45% Confus- +27% ---------- misc Light +15 See.Stealth +25 See.Invis +15 Track: Puts all charms on 40 cooldown Level 6.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 43 for 9 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steam Powered Helm (3 def, 12 armour) 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +10 Cun +5 Con ----- def ----- Armour +12 Defense +3 (+0 eff.) Fatigue +10% Resists +10% all Mind.save +15 (+5 eff.) Blind- +50% A Helmet. But with steam power! |
| On hands | Snowwing (0 def, 3 armour) 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Dex +9 Cun +6 Con dps ---------- Crit.mult +10.00% Melee+ 15 lightning Dmg.mod +11% lightning +12% arcane +18% mind Res.pen +5% cold Acc +18 (+3 eff.) Apr +15 ----- def ----- Armour +3 Fatigue +5% Resists +10% lightning Phys.save +39 (+8 eff.) Spell.save +10 (+4 eff.) Mind.save +20 (+6 eff.) Disarm- +160% ---------- misc Max.hate +10.00 Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 33% and provides a 19% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Duvibar the Healcast (dig speed 9 turns)3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +13 Str +6 Dex +9 Wil +6 Cun dps ---------- Phys.crit +13.0% Mind.crit +13% Phys.pwr +10 (+2 eff.) Mov.spd +10% Dmg.mod +9% nature Acc +10 (+2 eff.) ----- def ----- Resists +12% nature +3% blight ---------- misc Mana/s.crit +1.00 Max.mana +118.32 Max.vim +10.00 Infravis +8 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun ring 'Sleetshaper'0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +19 Cun +20 Dex dps ---------- Dmg.mod +19% lightning +9% acid Acc +22 (+4 eff.) Melee Ret 8 acid On Hit (Melee): * 20% chance to reduce armor by 40% ----- def ----- Resists +38% lightning +15% cold +15% acid Mind.save +12 (+4 eff.) Confus- +45% Rings make your fingers look great! |
| On fingers | Firepeal0.1 T4 ring jewelry [Rare] Master While equipped: Stats +13 Str +3 Dex +5 Mag +5 Wil +5 Cun dps ---------- Res.pen +25% fire Phasing +30% ----- def ----- Armour +16 ---------- misc Mana/turn +0.24 Rings make your fingers look great! |
| Around neck | Hailraven0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +15 Str +4 Dex +7 Wil +4 Con dps ---------- Res.pen +5% nature +5% cold Melee Ret 10 cold ----- def ----- Resists +6% nature Phys.save +13 (+3 eff.) Max.HP +53.00 HP.reg +5.00 Amulets make your neck look great! |
| In main hand | Champion's Will (179% power, 22 apr) 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 179% Range: 1.6x Uses 20% Con, 115% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 102 light damage (based on Spellpower) in a radius 3 cone. * flashes light on your target dealing 115 damage While equipped: Stats +12 Str +6 Mag +7 Con dps ---------- Crit.mult +15.00% ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 30 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
| Around waist | Suncrypt 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +9 Mag +7 Cun +10 Lck dps ---------- Mind.pwr +20 (+6 eff.) Melee Ret 8 fire ----- def ----- Defense +10 (+2 eff.) Fatigue -9% Proj.slow +25% Stealth +10 ---------- misc T.Disarm +19 Max.enc +55 Mana/turn +0.43 Max.mana +39.00 Max.hate +6.00 Infravis +5 A belt that goes around your waist. |
| In off hand | voratun shield 'Eilinoldavea' (0 def, 32 armour, 181% power, 276 block)7.0 T5 shield armor Reqs Shield usage training [Random Unique] Arcane/Nature/Master When used to Attack: Power 181% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +276 Melee+ +20 acid On Hit: * 10% chance to reduce strength, dexterity, and constitution by 30 * Deal physical damage equal to your armor (128) While equipped: Stats +6 Con dps ---------- Crit.mult +10.00% S.pwr/crit +2 Phasing +30% On Melee Ret: * 20% chance to reduce armor by 40% ----- def ----- Armour +32 Fatigue +8% Resists +17% acid +20% light +19% darkness Spell.save +12 (+4 eff.) ---------- misc Mana/turn +0.28 Talents +1 Block Handheld deflection devices. |
| Cloak | Radiance (15 def, 0 armour) 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +25% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+3 eff.) Resists +30% lightning +30% light +30% darkness Res.Cap +10% light Talent.cat+ +0.20 Celestial Stun/Frz- +50% This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
| Main armor | Cuirass of the Thronesmen (20 def, 32 armour) 17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +10 Str +10 Dex +10 Mag +10 Wil +10 Cun +16 Con ----- def ----- Armour +32 Hardiness +10% Defense +20 (+5 eff.) Fatigue +15% Resists +25% darkness +25% fire Phys.save +40 (+8 eff.) Heal.mod -30% Stun/Frz- +40% Knockbk- +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
Inventory
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. |
shatter afflictions rune of the warrior (absorb 217; 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 217 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 227; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 227 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 339; dur 5; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 339 damage for 5 turns. 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. |
shielding rune of the sneak (absorb 592; dur 6; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 592 damage for 6 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 631; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 631 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Black Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Galvanic Retributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Power Distributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
10 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Taint of Purging (5 turns)0.1 T3 taint scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
gold amulet 'Toladunakath'0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Dex +4 Wil dps ---------- Crit.mult +15.00% Spell.pwr +20 (+5 eff.) ----- def ----- Resists +16% lightning Blind- +19% Stun/Frz- +26% ---------- misc Infravis +5 Sight +2 See.Invis +7 Amulets make your neck look great! |
grounding copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 29/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Aduvena the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +1 Str +3 Cun +7 Con dps ---------- Mind.crit +2% Crit.mult +5.00% ----- def ----- Resists +6% temporal Phys.save +8 (+2 eff.) Rings make your fingers look great! |
Silonne0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Str +1 Dex +4 Mag +3 Cun +4 Con dps ---------- Phys.pwr +30 (+6 eff.) Dmg.mod +13% temporal ----- def ----- Resists +13% temporal Phys.save +6 (+2 eff.) Rings make your fingers look great! |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% arcane +3% darkness Res.pen +5% arcane Acc +6 (+1 eff.) Melee Ret 6 darkness ----- def ----- Fatigue -5% HP.reg +3.00 Stun/Frz- +20% ---------- misc Max.enc +27 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? |
conjurer's copper ring of perseverance0.1 T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+1 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
conjurer's steel ring of misery0.1 T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +4 Mag +5 Wil +4 Cun dps ---------- Spell.pwr +6 (+1 eff.) Melee+ 8 physical Ranged+ 10 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 33 On Hit (Ranged): * 11% chance to reduce all saves and defense by 33 ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 5.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
copper ring 'Flarecutter'0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% light +3% fire Res.pen +10% light ----- def ----- Resists +30% light +15% fire Rings make your fingers look great! |
copper ring of blight (+10%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% blight ----- def ----- Resists +10% blight Rings make your fingers look great! |
marksman's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +6 (+1 eff.) ----- def ----- Mind.save +5 (+2 eff.) Confus- +21% Rings make your fingers look great! |
stralite ring 'Eregen'0.1 T4 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Dex +6 Mag +14 Wil dps ---------- Spell.pwr +9 (+2 eff.) Res.pen +15% temporal Acc +12 (+2 eff.) ----- def ----- Armour +4 Phys.save +6 (+2 eff.) Spell.save +3 (+1 eff.) Mind.save +12 (+4 eff.) Disarm- +20% Rings make your fingers look great! |
warrior's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +21.00 Disarm- +26% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
Drake's Bane (156% power, 21 apr)3.0 T2 battleaxe 2H weapon [Unique] Master Power 156% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+2 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Khulmanar's Wrath (182% power, 8 apr)3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 182% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Infernal Breath: Level 4.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 7. Any non demon caught in the area will take 336.20 fire damage, and flames will be left dealing a further 79.09 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Stormfront (136% power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 137% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
quick voratun dagger (148% power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Master Power 149% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +7 Dex dps ---------- Phys.spd +10% Acc +18 (+3 eff.) Sharp, short and deadly. |
Blighted Maul (204% power, 22 apr)12.0 T5 greatmaul 2H weapon [Unique] Arcane Power 205% Range: 1.5x Uses 140% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +22 Crit +10.0% Atk.spd 83% Dmg.conv 20% blight On Hit: * 50% chance to reduce strength, dexterity, and constitution by 30 * Blasts creatures in a radius 1 shockwave around your target for 250.00 to 750.00 physical damage (based on Strength). While equipped: dps ---------- Crit.mult +40.00% Dmg.mod +12% physical ----- def ----- Knockbk- +30% Knock away other creatures within radius 4), dealing 665.00 to 1330.00 physical damage (based on Strength) to each. Uses 50 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Ivitha (132% power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Master Power 133% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +12 blight On Crit: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Con dps ---------- Phys.crit +9.0% Phys.pwr +19 (+4 eff.) Dmg.mod +3% blight Res.pen +9% physical Acc +10 (+2 eff.) Melee Ret 2 arcane ----- def ----- Defense +10 (+2 eff.) Disarm- +56% Massive two-handed mauls. |
dwarven-steel greatmaul 'Xumida' (149% power, 2 apr)5.0 T3 greatmaul 2H weapon [Random Unique] Nature/Master/Psionic Power 149% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +16 darkness +8 acid Against +10% Living On Hit.r1 +8 acid On Crit.r2 +21 lightning +19 cold On Crit: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +14 (+3 eff.) Mov.spd +35% Dmg.mod +12% acid +15% arcane Res.pen +13% lightning +19% cold ----- def ----- Resists +9% acid Massive two-handed mauls. |
steel greatmaul 'Islonor' (147% power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Nature/Psionic Power 147% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +7 nature On Hit.r1 +4 physical On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Crit: * Splash the target with acid dealing 177 damage over 5 turns and reducing armor and accuracy by 23 While equipped: Stats +1 Dex +1 Con Massive two-handed mauls. |
steel greatmaul 'Voratha' (135% power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Master Power 135% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +13 blight On Crit.r2 +8 temporal On Hit: 20% Epidemic 2 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 30 * 25% chance for lightning to strike from the target to a second target dealing 106 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Dmg.mod +3% acid +6% temporal ----- def ----- Disease- +14% Massive two-handed mauls. |
voratun greatmaul 'Daguruirain' (194% power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Nature/Master Power 195% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit.r2 +44 lightning +63 cold While equipped: Stats +14 Wil +3 Cun +16 Con dps ---------- Crit.mult +5.00% Mind.pwr +20 (+6 eff.) Mov.spd +39% Dmg.mod +9% blight Res.pen +21% lightning +24% cold ----- def ----- Max.HP +154.00 Massive two-handed mauls. |
Anaderand (156% power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Master/Psionic Power 156% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +17 mind On Hit: * 21% chance to reduce all saves and defense by 33 While equipped: Stats +5 Dex +5 Wil +6 Cun dps ---------- Phys.spd +10% Acc +13 (+2 eff.) ----- def ----- Armour +2 Resists +9% lightning +6% light Mind.save +6 (+2 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% Massive two-handed swords. |
Ivywe (194% power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Master Power 194% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 106 damage While equipped: Stats +6 Dex dps ---------- Phys.spd +10% Acc +31 (+6 eff.) ----- def ----- Resists +3% mind +3% physical +6% darkness +6% fire Teleport- +20% Massive two-handed swords. |
Latafayn (180% power, 5 apr)3.0 T4 greatsword 2H weapon [Unique] Arcane/Master Power 180% Range: 1.6x Uses 125% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 10 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
Warmaster Gnarg's Murderblade (172% power, 19 apr)3.0 T4 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 120% Str Dmg Physical 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. |
Xeriyavena the dwarven-steel greatsword (146% power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Arcane/Master Power 147% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +20 cold On Hit.r1 +14 fire While equipped: dps ---------- Phys.crit +14.0% Crit.mult +27.00% Apr +12 ----- def ----- Armour +10 Crit.chn- 15.00% Massive two-handed swords. |
iron greatsword (110% power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 110% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
Dawn's Blade (161% power, 7 apr)3.0 T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 162% Range: 1.4x Uses 25% Mag, 80% Str Dmg Light Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 100% Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+2 eff.) Dmg.mod +20% light Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -3 Barrier -5 Providence -10 Bathe in Light -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 490.39 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 35 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Morrigor (161% power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Arcane/Unknown Power 162% Range: 1.4x Uses 60% Mag, 60% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 73.66 arcane and 58.00 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+6 eff.) ---------- misc Talents +1 Soul Purge Drain: Level 4.5 Pwr.cost 5 out of 5/5. Range 9 Travel.spd 1500% of base Is a spell Description: Fires a bolt of blight, doing 165.31 blight damage and replenishing 20% of it as vim energy. The amount of vim regained depends on the target's rank (higher ranks give more vim). The effect will increase with your Spellpower. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
hateful iron longsword of massacre (111% power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Master/Psionic Power 111% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 darkness Against +5% Living Sharp, long, and deadly. |
Mardedas the steel mace (109% power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Master/Psionic Power 109% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 mind On Hit: * 15% chance to reduce all saves and defense by 33 * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Crit: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Cun +2 Wil dps ---------- Phys.crit +7.0% Phys.pwr +6 (+2 eff.) ----- def ----- Resists +6% nature +6% darkness ---------- misc See.Invis +3 Blunt and deadly. |
Vilecast (110% power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Master Power 110% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 30 While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +3% nature Res.pen +5% nature +7% physical Acc +6 (+1 eff.) ----- def ----- Defense +8 (+2 eff.) Resists +9% nature +3% mind Disease- +16% Disarm- +35% Blunt and deadly. |
Zanoblek the iron mace (107% power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 107% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +9% mind ----- def ----- Resists +6% lightning +9% cold Heal.mod +10% Blunt and deadly. |
balanced iron mace of erosion (108% power, 2 apr)3.0 T1 mace 1H weapon [Ego] Nature/Master Power 108% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +6 nature While equipped: dps ---------- Acc +6 (+1 eff.) ----- def ----- Defense +6 (+1 eff.) Disarm- +21% Blunt and deadly. |
iron mace (103% power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
steel mace 'Xeruta' (107% power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Psionic Power 107% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +8 mind +8 light Against +7% Undead On Hit: * 10% chance to reduce all saves and defense by 33 * 25% chance for lightning to strike from the target to a second target dealing 106 damage While equipped: Stats +3 Cun +1 Wil dps ---------- Res.pen +5% acid ----- def ----- Resists +6% blight +3% fire Blunt and deadly. |
stralite mace 'Duskrain' (143% power, 5 apr)3.0 T4 mace 1H weapon [Random Unique] Arcane/Nature Power 144% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 106 damage On Crit: * Splash the target with acid dealing 177 damage over 5 turns and reducing armor and accuracy by 23 While equipped: Stats +5 Str +9 Dex +7 Mag +7 Wil +6 Cun +6 Con dps ---------- Dmg.mod +9% darkness Melee Ret 2 blight 4 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 27% ----- def ----- Resists +9% blight Blunt and deadly. |
Blizzardrune (136% power, 6 apr, fire element)5.0 T5 staff 2H weapon [Rare] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +55 (+13 eff.) S.pwr/crit +14 Dmg.mod +24% cold +30% fire Res.pen +34% blight +30% cold +15% fire +15% acid Melee Ret 8 arcane ----- def ----- Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
swiftstrike voratun steamgun4.0 T5 steamgun 1H weapon [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +800% Uses 2.0 Steam While equipped: Stats +6 Cun dps ---------- Phys.spd +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Rotbright (148% power, 0 apr)3.0 T5 steamsaw 1H weapon [Rare] Nature/Steamtech Power 149% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +101 Melee+ +16 nature On Crit.r2 +16 mind Uses 1.0 Steam While equipped: Stats +5 Dex dps ---------- Dmg.mod +24% physical Apr +8 On Hit (Melee): * 27% chance to slow global speed by 61% ----- def ----- Armour +18 Defense +10 (+2 eff.) Fatigue +12% Crit.chn- 20.00% ---------- misc Hate/m.crit +6.80 Max.hate +8.00 Max.psi +50.00 Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
truestriking voratun steamsaw of cold resistance (+30%) (150% power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego+] Master/Steamtech Power 151% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +95 Uses 1.0 Steam While equipped: dps ---------- Res.pen +13% physical Acc +22 (+4 eff.) Apr +15 ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +30% cold ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Xisenor (119% power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Master Power 120% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 106 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Con dps ---------- Phys.crit +8.0% Phys.pwr +7 (+2 eff.) Res.pen +10% mind +7% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 33 ----- def ----- Disease- +10% Disarm- +14% Stun/Frz- +20% One-handed war axes. |
iron waraxe of phasing (104% power, 7 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +3.5% Atk.spd 100% Phasing +10% One-handed war axes. |
Healshaper1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +15% fire Apr +1 On Hit (Melee): * 10% chance to slow global speed by 61% ----- def ----- Resists +2% physical Phys.save +7 (+2 eff.) A belt that goes around your waist. |
Ichorvengeance1.0 T3 belt armor [Random Unique] Arcane While equipped: Stats +7 Wil +12 Mag dps ---------- Spell.crit +5% Dmg.mod +6% nature +12% cold Res.pen +10% nature Melee Ret 4 cold On Hit (Melee): * 20% chance to slow global speed by 61% ----- def ----- Fatigue -6% ---------- misc Max.enc +34 Mana/turn +0.29 Max.mana +35.00 A belt that goes around your waist. |
Lustrebait the drakeskin leather belt1.0 T5 belt armor [Rare] Arcane While equipped: Stats +8 Str dps ---------- Phys.crit +10.9% Phys.pwr +40 (+8 eff.) Dmg.mod +24% light +12% fire Res.pen +20% light Apr +4 Melee Ret 10 nature ----- def ----- Resists +13% light +13% darkness ---------- misc Light +4 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. |
Sparktickler1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +3 Mag +7 Cun +4 Con dps ---------- Phys.pwr +11 (+3 eff.) Melee Ret 2 lightning ----- def ----- Armour +10 Defense +11 (+2 eff.) Phys.save +33 (+7 eff.) HP.reg +2.80 Heal.mod +24% ---------- misc Size +1 A belt that goes around your waist. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
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 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 4.5 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 5 turns, rendering it unable to act. Every 67 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. |
Guise of the Hated (14 def, 0 armour)2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +10.0% Mind.crit +10% Mind.pwr +20 (+6 eff.) Melee+ 30 mind 30 darkness Dmg.mod +4% all Melee Ret 30 mind 30 darkness ----- def ----- Defense +14 (+3 eff.) Resists +10% darkness +10% mind Mind.save +10 (+3 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Nerolaith (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Con ----- def ----- Defense +7 (+1 eff.) Resists +6% acid +6% nature Phys.save +5 (+1 eff.) ---------- misc Light +1 See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Relgeromiblek the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Str +2 Mag +2 Con dps ---------- Apr +6 ----- def ----- Defense +1 (+0 eff.) Resists +2% physical ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Torchwrack the elven-silk cloak (3 def, 10 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +10 Mag +9 Wil dps ---------- Spell.crit +7% Dmg.mod +12% fire Res.pen +5% fire +15% temporal Melee Ret 4 fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +10 Defense +3 (+0 eff.) Resists +5% arcane +28% cold Spell.save +12 (+4 eff.) ---------- misc Max.mana +59.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xanuressra (16 def, 2 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil +1 Con dps ---------- Phys.pwr +5 (+1 eff.) Melee Ret 6 mind ----- def ----- Armour +2 Defense +16 (+4 eff.) Spell.save +6 (+2 eff.) ---------- misc Mana/turn +0.12 Max.mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
battlemaster's cashmere cloak of conjuring (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Spell.crit +5% Crit.mult +16.00% Spell.pwr +6 (+1 eff.) Dmg.mod +7% arcane Res.pen +8% arcane ----- def ----- Defense +2 (+0 eff.) Spell.save +11 (+4 eff.) ---------- misc Stam/turn +0.90 Max.mana +66.00 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Polydama' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Apr +1 ----- def ----- Defense +1 (+0 eff.) Resists +5% arcane +1% physical Max.HP +33.00 Knockbk- +20% ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galen's Flowing Robe (0 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun dps ---------- Spell.crit +12% Spell.pwr +35 (+8 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Resists +15% all ---------- misc Mana/turn +2.00 Max.mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Burnquake (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Cun dps ---------- Mind.crit +1% Melee Ret 6 mind ----- def ----- Armour +1 Resists +8% fire +7% cold ---------- misc Max.hate +8.00 A pair of boots made of leather. |
Glowstrider the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +5% lightning +15% fire ----- def ----- Armour +3 Fatigue +2% Resists +8% lightning +6% temporal ---------- misc Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ivalravena (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Master While equipped: Stats +3 Cun +4 Con dps ---------- Phys.crit +5.0% Phys.pwr +4 (+1 eff.) Spell.pwr +10 (+2 eff.) Dmg.mod +3% arcane +18% blight Res.pen +5% arcane Apr +7 ----- def ----- Armour +3 Fatigue -7% Resists +9% blight Phys.save +28 (+6 eff.) Mind.save +15 (+5 eff.) ---------- misc Max.enc +29 Max.vim +10.00 A pair of boots made of leather. |
Shoes of Moving Quickly (10 def, 12 armour)2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+2 eff.) ----- def ----- Armour +12 Defense +10 (+2 eff.) Fatigue +3% Pinning- +100% Knockbk- -100% You move 3 spaces at once. Accurately? Less so. |
Unlightbearer the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% acid Melee Ret 6 acid 2 darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 33 ----- def ----- Armour +3 Fatigue -3% Resists +3% acid Phys.save +6 (+2 eff.) ---------- misc Max.enc +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Vorumira the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +1 Wil +3 Con ----- def ----- Armour +3 Fatigue +2% Mind.save +6 (+2 eff.) Knockbk- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +3 Rush: Puts all charms on 25 cooldown Level 2.5 Pwr.cost 25 out of 25/25. Range 7 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. |
traveler's pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Fatigue -5% Phys.save +5 (+1 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
wanderer's pair of hardened leather boots of phasing (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +3 Wil +1 Cun +2 Con ----- def ----- Armour +3 Phys.save +12 (+3 eff.) Mind.save +16 (+5 eff.) Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
Radhirath the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% mind +1% physical Max.HP +40.00 HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Vilequeller the rough leather gloves (0 def, 7 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +2 Cun +2 Str dps ---------- Melee+ 5 physical Dmg.mod +3% nature +4% physical Res.pen +10% acid ----- def ----- Armour +7 ---------- misc Light +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. |
brawler's hardened leather gloves of the starseeker (0 def, 2 armour)1.0 T2 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +4 Dex +3 Mag +6 Cun ----- def ----- Armour +2 Resists +7% light +7% darkness Phys.save +8 (+2 eff.) ---------- misc Infravis +2 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 2 area, doing 117.00 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Ce'Novena' (0 def, 10 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Str +2 Mag +2 Cun dps ---------- Phys.crit +1.0% Phys.pwr +9 (+2 eff.) Melee+ 8 mind Dmg.mod +5% mind ----- def ----- Armour +10 Fatigue +3% Resists +7% mind +3% fire +7% light +7% darkness Heal.mod +10% Cut- +10% ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 2 area, doing 117.00 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
radiant iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Melee+ 5 light Dmg.mod +4% light ----- def ----- Armour +1 Fatigue +1% Resists +5% light 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. |
Isytta the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +3% acid Cut- +10% ---------- misc Max.mana +60.00 A cap made of leather. |
Magmabreaker (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex +7 Mag +14 Cun +4 Con dps ---------- Dmg.mod +9% acid Apr +6 ----- def ----- Armour +3 Fatigue +3% Resists +9% fire ---------- misc Light +3 A cap made of leather. |
Pitchrain the voratun helm (0 def, 11 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +27 Str +7 Wil dps ---------- Phys.pwr +12 (+3 eff.) Dmg.mod +15% blight Res.pen +15% blight On Hit (Melee): * 24% chance to reduce armor by 40% * 10% chance to reduce damage dealt by 27% ----- def ----- Armour +11 Fatigue +5% Resists +12% blight +12% physical Phys.save +15 (+3 eff.) ---------- misc Infravis +4 Skullcracker: Puts all charms on 20 cooldown Level 4.5 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 835.0 Physical damage. If the attack hits, the target is confused (46% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
elven-silk wizard hat (3 def, 0 armour)2.0 T5 head armor [Normal] While equipped: ----- def ----- Defense +3 (+0 eff.) A pointy cloth hat, very wizardly... |
iron helm 'Flareworm' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +6 Lck dps ---------- Phys.crit +2.0% Spell.crit +3% Mind.crit +2% Dmg.mod +6% fire ----- def ----- Armour +3 Fatigue +5% Resists +12% fire +3% mind +5% arcane Crit.chn- 5.00% Def/telep +5 Res/telep +5% Dur/telep +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of constitution (+3) (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +5 Fatigue +5% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Polunne' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str dps ---------- Mind.crit +1% Dmg.mod +3% acid On Hit (Melee): * 10% chance to reduce armor by 40% ----- def ----- Armour +1 Fatigue +1% Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.08 Hate/m.crit +4.00 A cap made of leather. |
voratun helm of absorption (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +5 Fatigue +5% ---------- misc Stam/ret +3.00 Equi/ret +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
warlord's dwarven-steel helm of absorption (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +3 Str +5 Wil dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +6% physical Phys.save +7 (+2 eff.) ---------- misc Stam/ret +1.00 Equi/ret +1.50 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
enlightening voratun mail armour of implacability (5 def, 19 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +8 Cun +9 Wil ----- def ----- Armour +19 Defense +5 (+1 eff.) Fatigue +2% Phys.save +13 (+3 eff.) Mind.save +25 (+7 eff.) A suit of armour made of mail. |
impenetrable iron mail armour of acid resistance (2 def, 10 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+0 eff.) Fatigue +12% Resists +16% acid A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
Monolith Armour (40 def, 50 armour)17.0 T5 massive armor Reqs Massive armour training Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag dps ---------- Spell.pwr +25 (+6 eff.) ----- def ----- Armour +50 Defense +40 (+9 eff.) Fatigue +70% Resists +10% all Phys.save +35 (+7 eff.) Spell.save +35 (+11 eff.) Max.HP +270.00 HP.reg +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
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 (+2 eff.) Fatigue +12% Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) Silence- +0% Confus- +80% Pinning- +0% Stun/Frz- +0% 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. |
Tarrasca (0 def, 50 armour)17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+9 eff.) Knockbk- +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 25 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Urthendur the iron plate armour (0 def, 13 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +4 Str +2 Mag dps ---------- Res.pen +10% physical ----- def ----- Armour +13 Fatigue +22% ---------- misc Infravis +3 A suit of armour made of metal plates. |
dwarven-steel plate armour 'Tuluruihell' (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Random Unique] Arcane/Master While equipped: Stats +9 Str +13 Con dps ---------- On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +11 Fatigue +38% Resists +29% fire -26% light +21% darkness Phys.save +14 (+3 eff.) Spell.save +13 (+5 eff.) Mind.save +14 (+4 eff.) A suit of armour made of metal plates. |
Bethossra the dwarven-steel shield (0 def, 6 armour, 134% power, 118.5 block)7.0 T3 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 134% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +118 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +10% acid +9% temporal +3% blight +39% cold +7% fire +8% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
Blackfire Aegis (8 def, 18 armour, 169% power, 235 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 169% Range: 1.2x Uses 100% Str Dmg Stunning fire Acc+ +2.0% proc dam (max 200%) Crit +7.0% Block +235 Dmg.conv 50% darkness On Hit: * releases a burst of dark fire, dealing damage equal to your magic stat While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Melee Ret 24 darkness 24 fire ----- def ----- Armour +18 Defense +8 (+2 eff.) Rng.Def +12 (+3 eff.) Fatigue +25% Resists +20% darkness +35% fire ---------- misc Talents +1 Block This rugged stone shield flickers with bursts of pitch black flame. |
Brandbright the iron shield (0 def, 2 armour, 96% power, 16.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 96% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +16 On Crit.r2 +12 fire While equipped: dps ---------- Dmg.mod +3% light Res.pen +10% fire Melee Ret 2 light ----- def ----- Armour +2 Fatigue +8% Max.HP +40.00 ---------- misc Talents +1 Block Handheld deflection devices. |
Deflector (22 def, 11 armour, 160% power, 230 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Steamtech When used to Attack: Power 161% Range: 1.2x Uses 130% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +7.0% Block +230 While equipped: ----- def ----- Armour +11 Defense +22 (+5 eff.) Fatigue +8% Phys.save +20 (+4 eff.) ---------- misc Talents +4 Block Knocks melee attackers away. Distance scales with damage incoming. The front plate of this shield vibrates at all times, covering some strange assembly you can't quite make sense of. |
Forestsweeper the voratun shield (0 def, 10 armour, 180% power, 208.5 block)7.0 T5 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 180% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +208 On Hit: * 24% chance to slow global speed by 61% While equipped: dps ---------- Res.pen +5% lightning +5% cold +15% nature ----- def ----- Armour +10 Fatigue +8% Resists +20% light +20% darkness +59% fire +9% nature +45% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Galesmasher the steel shield (0 def, 7 armour, 122% power, 79 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 122% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +79 Melee+ +8 blight On Hit.r1 +12 blight On Crit.r2 +12 lightning On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+2 eff.) Melee+ 12 lightning Res.pen +25% blight Melee Ret 8 lightning ----- def ----- Armour +7 Fatigue +8% Resists +6% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
Titanic (20 def, 18 armour, 159% power, 320 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 160% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+5 eff.) Rng.Def +10 (+2 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Unsetting Sun (16 def, 20 armour, 161% power, 280 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Glows brightly in the light of dawn. When used to Attack: Power 162% Range: 1.2x Uses 100% Str Dmg Light Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +280 While equipped: ----- def ----- Armour +20 Defense +16 (+4 eff.) Rng.Def +17 (+4 eff.) Fatigue +14% Resists +30% blight +30% darkness Spell.save +19 (+7 eff.) ---------- misc Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
iron shield (0 def, 2 armour, 94% power, 21 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 95% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +21 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
swashbuckler's stralite shield of fire resistance (+21%) (0 def, 8 armour, 158% power, 135.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 158% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +136 While equipped: Stats +2 Str +9 Dex dps ---------- Acc +7 (+1 eff.) ----- def ----- Armour +8 Fatigue +8% Resists +21% fire ---------- misc Talents +1 Block Handheld deflection devices. |
809 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. |
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. |
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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Brightpall the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Res.pen +20% light On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% acid ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Glorubeth the Dawnburst (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +21% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 33 ----- def ----- Fatigue -5% Resists +6% light ---------- misc Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mardurokor (dig speed 40 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Wil dps ---------- Mind.crit +2% Res.pen +5% mind +10% acid ----- def ----- Fatigue -5% ---------- misc Hate/m.crit +1.00 Max.hate +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Gunaldir' (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature Res.pen +5% acid ----- def ----- Resists +10% nature +3% cold Mind.save +3 (+1 eff.) HP.reg +4.00 Disarm- +20% Teleport- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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. |
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. |
2 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. |
Aeredamina1.0 T3 lite [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +15% physical Melee Ret 16 fire ----- def ----- Defense +9 (+2 eff.) Resists +7% fire Phys.save +16 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Blind- +32% Confus- +13% ---------- misc Light +8 See.Stealth +8 See.Invis +10 Track: Puts all charms on 40 cooldown Level 6.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 43 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Balanceblight2.0 T1 lite [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 40% * 20% chance to slow global speed by 61% * 20 arcane resource burn ----- def ----- Resists +3% darkness Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Mayada2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str +2 Dex +3 Cun ----- def ----- Spell.save +3 (+1 eff.) Max.HP +41.00 Heal.mod +15% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Quenchglory the brass lantern2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% mind +6% fire Res.pen +10% cold Melee Ret 8 cold On Hit (Melee): * 10% chance to reduce all saves and defense by 33 ----- def ----- Resists +3% cold Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
53 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
5 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 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. |
2 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. |
4 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. |
amazing pain suppressor salve [power 284] amazing pain suppressor salve [power 284]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -284 life and reduces all damage by 27% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
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. |
Skull of the Rat Lich1.0 T3 skull tool [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+2 eff.) Melee Ret 12 darkness Raise one or two undead rats to fight beside you. Uses 70 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
dwarven steel white light emitter0.0 T3 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +12% light ---------- misc Light +3 See.Stealth +6 Tinkers can be attached to normal items to improve them with steam power! |
stralite crystal plating0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +8 Str +8 Dex +8 Mag +8 Wil +8 Cun +8 Con Tinkers can be attached to normal items to improve them with steam power! |
stralite grip0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +90% ---------- misc Talents +4 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
stralite razor edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +16 Crit +16.0% Tinkers can be attached to normal items to improve them with steam power! |
stralite razor edge0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +16 Crit +16.0% Tinkers can be attached to normal items to improve them with steam power! |
stralite spike attachment0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 40 physical ----- def ----- Armour +16 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
stralite spike attachment0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 40 physical ----- def ----- Armour +16 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edge0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun rocket boots0.0 T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +5 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
voratun spike attachment0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 50 physical ----- def ----- Armour +20 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
well-made waterproof coating0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +15% nature +15% cold Tinkers can be attached to normal items to improve them with steam 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.) 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. |
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. |
Blindbiter the elm wand of clairvoyance [power 9] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Res.pen +5% light ----- def ----- Resists +6% temporal Reveal the area around you, dispelling darkness (radius 9, power 90 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
3 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 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 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. |
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. |
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. |
Achievements
A View From The Gallery (Insane (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 38
8th Pyre 123rd year of Ascendancy at 10:01 see stats
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 38
21st Pyre 123rd year of Ascendancy at 02:55 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 27
29th Haze 122nd year of Ascendancy at 14:05 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 37
1st Time of Balance 123rd year of Ascendancy at 07:30 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 41
38th Pyre 123rd year of Ascendancy at 21:33 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 44
7th Mirth 123rd year of Ascendancy at 01:34 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 40
32nd Pyre 123rd year of Ascendancy at 19:50 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 22
69th Dusk 122nd year of Ascendancy at 02:12 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 15
38th Dusk 122nd year of Ascendancy at 11:23 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 39
28th Pyre 123rd year of Ascendancy at 12:54 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 29
56th Haze 122nd year of Ascendancy at 10:39 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 33
52nd Regrowth 123rd year of Ascendancy at 15:29 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 22
69th Dusk 122nd year of Ascendancy at 18:30 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 38
7th Pyre 123rd year of Ascendancy at 10:49 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 43
6th Mirth 123rd year of Ascendancy at 14:06 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 50
48th Dusk 123rd year of Ascendancy at 09:04 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 27
18th Haze 122nd year of Ascendancy at 05:37 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 10
4th Flare 122nd year of Ascendancy at 16:08 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 20
62nd Dusk 122nd year of Ascendancy at 04:39 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 30
56th Haze 122nd year of Ascendancy at 12:42 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 40
29th Pyre 123rd year of Ascendancy at 10:31 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 50
19th Dusk 123rd year of Ascendancy at 02:41 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 50
31st Dusk 123rd year of Ascendancy at 20:07 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 47
6th Flare 123rd year of Ascendancy at 22:32 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 28
31st Haze 122nd year of Ascendancy at 07:50 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 41
65th Pyre 123rd year of Ascendancy at 16:18 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 25
6th Haze 122nd year of Ascendancy at 04:37 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 39
28th Pyre 123rd year of Ascendancy at 15:48 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 27
29th Haze 122nd year of Ascendancy at 14:05 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 5
7th Mirth 122nd year of Ascendancy at 02:18 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 27
29th Haze 122nd year of Ascendancy at 14:05 see stats
The Rat Lich (Insane (Roguelike) difficulty)
Killed the terrible Rat Lich.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 34
56th Regrowth 123rd year of Ascendancy at 05:30 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 32
37th Regrowth 123rd year of Ascendancy at 21:31 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 45
1st Flare 123rd year of Ascendancy at 07:15 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 11
9th Flare 122nd year of Ascendancy at 00:05 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 41
56th Pyre 123rd year of Ascendancy at 14:37 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 32
37th Regrowth 123rd year of Ascendancy at 01:26 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 21
65th Dusk 122nd year of Ascendancy at 06:47 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 14
20th Dusk 122nd year of Ascendancy at 15:58 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By ABSOLUTE RADIANCE the Skeleton Sun Paladin level 36
78th Regrowth 123rd year of Ascendancy at 14:28 see stats
Log
Argoniel resists!
Mirror Image (Elandar) HEALS from cold damage!
Elandar HEALS from cold damage!
Elandar teleports some damage to Mirror Image (Elandar)!
Elandar's glacial vapour area effect hits Argoniel for (107 to bones), 0 cold (0 total damage).
Elandar's glacial vapour area effect hits Mirror Image (Elandar) for 0 cold damage.
Elandar's glacial vapour area effect hits ABSOLUTE RADIANCE for (65 to ice), 98 cold (98 total damage).
Elandar's glacial vapour area effect hits Argoniel for 118 cold damage.
Elandar's glacial vapour area effect hits Mirror Image (Elandar) for 0 cold damage.
Elandar's glacial vapour area effect hits ABSOLUTE RADIANCE for (72 to ice), 108 cold (108 total damage).
Mirror Image (Elandar)'s glacial vapour area effect hits Argoniel for 19 cold damage.
Mirror Image (Elandar)'s glacial vapour area effect hits Elandar for (9 teleported), 0 cold, 44 healing (0 total damage) [44 healing].
Mirror Image (Elandar)'s glacial vapour area effect hits ABSOLUTE RADIANCE for (12 to ice), 17 cold, (4 to ice), 9 teleported (26 total damage).
Argoniel casts Virulent Strike.
The diseases of Argoniel spread!
ABSOLUTE RADIANCE forces the iceblock to shatter.
Argoniel resists!
Elandar teleports some damage to Argoniel!
Argoniel damages herself through Martyrdom!
Argoniel receives 135 healing from Blood Splash.
Overkill hits Elandar for (3 teleported), 0 blight (0 total damage).
Overkill hits Mirror Image (Elandar) for 0 blight damage.
Overkill hits ABSOLUTE RADIANCE for (1 to ice), 3 teleported (3 total damage).
Argoniel hits ABSOLUTE RADIANCE for (52 to ice), 77 physical, (30 to ice), 45 blight, (48 to ice), 72 physical, (31 to ice), 47 blight, (52 to ice), 79 blight, (33 to ice), 49 blight, (29 to ice), 43 blight, (34 to ice), 51 blight (463 total damage).
Ruin hits Argoniel for 23 healing, 24 healing, 25 healing, 26 healing (0 total damage) [99 healing].
Melee retaliation hits Iceblock for 63 light, 8 light, 6 fire, 8 light, 5 acid, 57 light, 10 light, 5 cold, 63 light, 8 light, 6 fire, 8 light, 5 acid, 57 light, 10 light, 5 cold, 63 light, 8 light, 6 fire, 8 light, 5 acid, 57 light, 10 light, 5 cold, 63 light, 8 light, 6 fire, 8 light, 5 acid, 57 light, 10 light, 5 cold (633 total damage).
ABSOLUTE RADIANCE hits Iceblock for 22 light, 12 physical, 13 light, 7 blight, 20 light, 14 light, 7 blight, 22 light, 12 blight, 14 light, 8 blight, 12 light, 7 blight, 15 light, 8 blight (186 total damage).
ABSOLUTE RADIANCE the level 50 skeleton sun paladin was tainted to death by a Argoniel on level 11 of High Peak.
ABSOLUTE RADIANCE is free from the ice.
You are no longer encumbered.































































































































































































