Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Lazy Unlocker 1.7.6Adds a menu item to permanently unlock everything. Probably only use this after you've unlocked all the things you wanted to unlock through normal play and just want to get everything else all at once. Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Odyssey of The Summoner (for ToME 1.7.4+) 1.7.4Howdy, this is Kamani. The current page for OotS content is: https://forums.te4.org/viewtopic.php?p=247326#p247326 I mostly tested OotS with EoR, Cults, and Ashes enabled, but it should work fine without them. Disclaimer: This is NOT a full release. There WILL be errors and unpredictable behavior. I am patching things out actively, so play with discretion and send as much feedback as possible to the forum thread to accelerate the completion process! Expanded Details: Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Mantis |
| Class | Ritch |
| Level / Exp | 50 / 65% |
| Size | huge |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 175 (base 63) |
| Dexterity | 92 (base 61) |
| Constitution | 94 (base 60) |
| Magic | 96 (base 60) |
| Willpower | 196 (base 62) |
| Cunning | 93 (base 62) |
Resources
| Equilibrium | 145 |
| Life | 5569/5569 |
| Fury | 474/500 |
| Stamina | 661/673 |
| Soul | 30/30 |
| Healing Factor | 2.3341098635388 |
| Regeneration | 88.229352841768 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +21.099422829111% |
| Spell | 0% |
| Global | +120% |
Vision
| Sight | 16 |
| Lite | 14 |
| Infravision | 28.702667044479 |
| See Stealth | 104.51593270519 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Spell
| Spellpower | 100 |
| Crit Chance | 58% |
| Speed | 1 |
Offense: Mind
| Mindpower | 326.42526963688 |
| Crit Chance | 92% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +10% |
| Physical | 0% |
| Light | +10% |
| All | 0% |
Offense: Damage Penetration
| Physical | +50% |
| All | +40% |
Defense: Base
| Armour (hardiness) | 262.88804103814 (77.115216415253%) |
| Defense | 105 |
| Ranged Defense | 129 |
| Fatigue | -48.787010390284 |
| Physical Save | 85 |
| Spell Save | 76 |
| Mental Save | 89 |
Defense: Resistances
| Light | + 35%( 70%) |
| Blight | + 46%( 70%) |
| Cold | + 19%( 70%) |
| Fire | + 13%( 70%) |
| All | + 8%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Confusion Resistance | 50% |
| Fear Resistance | 60% |
| Disarm Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (0/0)
Class Talents
| Wild-heart / Stinger | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-heart / Severance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-heart / Seismancy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-child / Extravagancy | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-child / Metal Rending | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-child / Fervency | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Blighted / Soul Eater | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-heart / Strewn | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-heart / Perseverance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-heart / Agonize | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-heart / Firestarter | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-heart / Bloodletting Beast | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-heart / Hoarding Beast | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-heart / Regenerate | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-child / Cold-Blooded | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-heart / Natural Combat | 1.20 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| Wild-heart / Noble Animal | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| Wild-heart / Burrowing Beast | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-heart / Inner Animal | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 10/10 |
| 10/10 |
| 10/10 |
| 10/10 |
| Wild-child / Cutting Edge | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-heart / Wing Pod | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Ego / Mantis | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Scoundrel | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Splitting Wounds |
| talent | Tremors... |
| talent | Predator Stance |
| talent | Macabre End |
| talent | Shadows Dancing |
| talent | Steady Pace |
| talent | Wild Savagery |
| talent | Ignis Infernus |
| talent | Swordbreaker |
| talent | Soul Reaver |
| talent | Heart Racing |
| talent | Open Veins |
| talent | Heart of Nature |
| talent | Red of their Eyes |
| talent | Shieldbreaker |
| talent | Ceaseless Blood |
| talent | Attune to Nature |
| talent | Wild Swings |
| talent | Soul of Nature |
| talent | Summon Vines |
| talent | Recuperate |
| talent | Laceration |
| talent | Metalbolism |
| talent | Torture |
| talent | Strong-Arm |
| beneficial effect | These weapons won't last forever... ImpermanenceCurrent durabilities: (Trimmed) Warmaster Gnarg's Murderblade (36-58 power, 46 apr) [durability 977/1101] [977/1101] stralite, enhanced [845/856] |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Keen Awareness (+1 level(s)). | done |
You failed to protect the injured seer from death by hmm. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Elusiveness (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved talent Extrasensory (+1 level(s)). | done |
You failed to protect the lost defiler from death by Xanara the skeleton mage. Escort: lost defiler (level 2 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Voryvea the dire wolf. Escort: lost warrior (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Savage Strength (+1 level(s)). | done |
You failed to protect the repented thief from death by hmm. Escort: repented thief (level 4 of Old Forest) | failed |
You failed to protect the worried loremaster from death by hmm. Escort: worried loremaster (level 1 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
In an attempt to solve the mystery of your being, The Summoner has commanded you to explore some nearby places. Jogging memories (part 1)- You have, indeed, confirmed the presence of trolls. Though, you already knew that. - There was the Shade of an old sorcerer within. Keyword: 'Was'. - You have visited Derth. As he said, they were accommodating, despite yourself being an incandescently-glowing monster. | done |
It seems The Summoner is safe. More importantly, he has new tasks in mind for you: Jogging memories (part 2)The Old Forest is just south of the town of Derth. The Maze is to the west of Derth. The Sandworms' Lair is to the far west of Derth, near the sea. The Daikara is far to the east of Derth, past the Thaloren forest. * You have explored the Old Forest. Go tell the Summoner what you saw! * You have explored the Maze. Go tell the Summoner what you saw! * You have explored the Sandworm Lair. Go tell the Summoner what you saw! * You have explored the Daikara. Go tell the Summoner what you saw! | done |
- You have just received a big lead-- An explanation why you couldn't find what you have been looking for: The source of your anxiety is not on Maj'Eyal, but rather, to the Far East. Jogging memories (part 3)- For some reason, the Summoner seems unusually confident about how you could get there-- But feels a great deal of worry about how safe it would be to send you outside of his range. - You must find a POWERFUL source of natural energies that may be used to fuel you during your long-distance travel to the east... * You explored the Spellblaze Mark and only found a maniacal Rhalore bent on world destruction. Unfortunately, his altar had nothing to offer you... * You explored an old crypt of dead and mummified shaloren. There were powerful, magical artifacts indeed, but unfortunately, they were all mostly arcane... * Rumours speak of a secret place where towns folk gather without a word. Could there be powerful magic afoot...? * You explored some old ruins and solved a centuries-old riddle. Unfortunately, all you found were a set of stairs, and something tells you you don't want to go down them... Yet. * You explored the Last Hope Graveyard and found the wailing spirit of a banshee. Unfortunately, there were no powerful artifacts within the disturbed tomb... * You explored Tempest Peak and encountered a maniacal storm mage. Unfortunately, despite all that lightning, you found no usable sources of power... * You were lured into a cellar full of cultists that wanted to summon a demon. Unfortunately, the woman you found cannot (conventionally) be used as a fuel source... * Upon trying to inform The Summoner, the 'butler' (a voice even more overpowering than The Summoner's himself) warned you not to tell him... Yet. - It is no use. Dreadfell seems to be the only place left that you have not explored... * You have braved the dreaded Dreadfell and defeated the powerful master within! It seems he had acquired a powerful artifact at some point... | done |
You have taken the Farportal and successfully arrived in the east. Ironically, now that you are here, you must find a way back as soon as possible. Again, it's strange: How did The Summoner know this portal would only be one-way...?! Journey to the West- You were warned that your time would be limited with ONLY your orb. You MUST find a way back! - You found out The Summoner's true name: It was Gandnalli! - It turns out The Summoner did, indeed, know of Sunwall long before anyone else in Maj'Eyal. In fact, he was a sympathizer for them against antimagics! Either way, Aeryn has suggested a way of returning home-- An old tinkerer at the north-east of town... - Zemekkys appears to have helped The Summoner reach Maj'Eyal in the past, but will say no more than that. No doubt, he can help you get back as well, but you'll need to do some tasks... - You got back home safely! Go tell The Summoner what has transgressed! - You found the Summoner! - You could not tell The Summoner what you really thought of him... And he somehow seems to have known...! | 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 |
In your hands (figuratively), you hold a staff of unquestionably immense power. You instantly sense that this artifact might be the key to solving one step of your problems... You'd best inform The Summoner. Lost MagicIn the midst of your battle with the orcs, you were absorbed by the staff of absorption. Luckily, you and the staff were later found by The Summoner. He intends to use the staff to send you to the east... But how? You defeated your opponent and created an orb out of its essence! Using the Staff of Absorption, you have created yourself a Lifelink-- something along the lines of a battery. With this, you should have absolutely no issues journeying to the Far East. There, you should find this elusive 'Truth'... You have made it to the Far East! | done |
They say in the cycle of reincarnation, karma chooses your new form based on the choices you made in a previous life. Reflections: Born KillerWith that said, you have become a Ritch. What could this possibly mean...? *** Investigation You recall being a connoisseur of knives and blades. Surely, you need only examine a few about the world before finding one that once changed hands with you. *** "Murder" You died... Or, were you killed? What exactly happened on that day...? How could you possibly retrace your steps...? - There was a blade involved. Yours...? Theirs...? Whose... - ... Yes, it was you-- You were punctured. - But wait-- So were they. He taunted you in his death, describing the poison he'd coated the blade with. - It was a spiteful, last-ditch attempt at trumping you. For some reason, it seems he intended to take you down with him. | active |
It seems much has occurred while you have been gone. The Summoner has given you a checklist of things you must accomplish in order to truly purify Maj'Eyal of evil: Returning Evils- "In the Old Forest, I could sense that not all the trees were still. I went to go see what was wrong myself-- Only to encounter a most fearsome treant! I'm going to need your help..." - "In The Maze, there are sounds of 'Scuttling'... Could it perhaps be... Spiders? This would not fare well for the minotaurs within! Please go assist them with their spider infestation." - "In Trollmire, I hear ravings of a lunatic. More importantly, there is an unusually bright source of light there. An insane sun? You'd best check this out." - "In the Daikara Mountains, a truly perturbed individual waltzed in, seemingly distraught that the dragon they intended to slay was now gone. You should go explain yourself to him and apologize." - "In Dreadfell, I thought you had completely purged it of all its evil-- Only to sense a new one moving within. We can't afford to have another 'Master'-- Deal with it at once!" - Within the Sandworm Lair, you discovered a horrible, corrupted sandworm, transformed by blight. Go tell The Summoner! - "In Kor'Pul, the dead have become truly restless... Not because they are being animated, but because, within, someone truly tyrannical is making them uneasy. Go ease their pain!" - Within Reknor, you discovered the Lithfengel: a massive, powerful demon commanding blight and ash. Go tell The Summoner! | 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 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: 1110. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You are in the body of a wilder's summon! To he who calls- The Summoner is safe from his enemies. - The Summoner is going to relocate to a safer place. Find his new place and you can discuss with him what has happened to you... | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 4.5 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 90 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| Left hook | (Trimmed) stralite greatsword 'Eilinitta' (34-55 power, 8 apr) [durability 845/856]2.0 T4 greatsword 1H weapon [Rare] Nature Power 34.2 - 54.7 Physical Uses 40% Wil, 80% Dex, 50% Mag 80% Str Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +7.5% Atk.spd 100% While equipped: Stats +13 Str +10 Dex +16 Mag +16 Wil +16 Cun +12 Con dps ---------- Mind.pwr +10 (+2 eff.) Res.pen +10% physical ----- def ----- Armour +17 Defense +20 (+3 eff.) Mind.save +15 (+3 eff.) ---------- misc Infravis +3 Durability: 845/856 Massive two-handed swords. |
| Around neck | Bregodas the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex ----- def ----- Resists +12% blight +6% fire Crit.chn- 15.00% HP.reg +4.00 Pinning- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Amulets make your neck look great! |
| In mouth | Orb of the Minotaur Orb of the Minotaur1.0 T5 lifelink orb [Plot Item] Nature While equipped: dps ---------- Dmg.mod +15% physical While carried: This item can be held in the mouth. Tap into The Summoner's power. Uses 10 power out of 41959/45000 Activation is instant. An orb containing the spirit of a Minotaur. Its touch gives you a feel of enormity and ruggedness. |
| Right hook | (Trimmed) Warmaster Gnarg's Murderblade (36-58 power, 46 apr) [durability 977/1101]2.0 T4 greatsword 1H weapon [Unique] Master Power 36.0 - 57.6 Physical Uses 40% Wil, 80% Dex, 50% Mag 80% Str Acc+ +0.4% crit mult (max 40%) Apr +46 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 ----- Armour +18 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 Durability: 977/1101 A blood-etched greatsword, it has seen many foes. From the inside. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(208 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+3 eff.) Dmg.mod +10% mind +10% physical ----- def ----- Defense +8 (+1 eff.) Fear- +60% ---------- misc Masteries +0.10 Wild-child/Fervency +0.10 Wild-heart/Agonize +0.20 Cursed/Fears Instill Fear: Level 4.2 Pwr.cost 18 out of 1/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 144.10 mind and 131.00 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 50% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 133. Terrified: Deals 37.40 mind and 34.00 darkness damage per turn and increases cooldowns by 190%. Haunted: Causes the target to suffer 55.75 mind and 50.68 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
| Cloak | Isowen the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Dex +2 Mag +3 Cun dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Inventory
healing infusion (heal 47; cd 14)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 47 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 18 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. |
manasurge rune (regen 600% over 10 turns; mana 30; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (0 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
steel amulet of manastreaming0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +1 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.10 Max.mana +23.00 Amulets make your neck look great! |
voratun amulet0.1 T5 amulet jewelry [Normal] Amulets make your neck look great! |
voratun amulet0.1 T5 amulet jewelry [Normal] Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 27.31 cold and 27.41 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
rogue's gold ring of fire (+24%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +12% fire ----- def ----- Defense +8 (+1 eff.) Resists +24% fire Rings make your fingers look great! |
Borugar the Tempestseam (32-48 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Master Power 32.0 - 48.0 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit.r1 +8 lightning +8 fire +8 light On Crit.r2 +20 lightning On Crit: * Wound the target dealing 817 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +12 (+1 eff.) Res.pen +25% fire Melee Ret 10 light Massive two-handed battleaxes. |
Gloomrupture (32-47 power, 2 apr)3.0 T3 battleaxe 2H weapon [Random Unique] Arcane/Master Power 31.5 - 47.2 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +13 temporal On Crit.r2 +8 darkness +8 physical On Hit: * 10% chance to reduce damage dealt by 80% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Dex dps ---------- Phys.crit +13.0% Res.pen +16% all Acc +19 (+3 eff.) Apr +14 ----- def ----- Resists +13% temporal Phys.save +6 (+2 eff.) Massive two-handed battleaxes. |
Manolar (24-37 power, 4 apr)3.0 T2 battleaxe 2H weapon [Rare] Nature Power 24.5 - 36.8 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +13 nature +20 arcane While equipped: ----- def ----- Resists +5% arcane HP.reg +4.00 ---------- misc Max.stam +30.00 Massive two-handed battleaxes. |
The Gaping Maw (72-108 power, 4 apr)3.0 T5 battleaxe 2H weapon [Unique] Nature/Disrupt Power 72.0 - 108.0 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: ---------- misc Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
Yvuda the stralite battleaxe (46-68 power, 3 apr)3.0 T4 battleaxe 2H weapon [Random Unique] Nature/Master/Psionic Power 45.5 - 68.2 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +14 darkness Against +9% Living On Crit.r2 +21 acid +40 nature While equipped: dps ---------- Phys.crit +13.0% Crit.mult +26.00% Res.pen +20% acid +27% nature Apr +26 ----- def ----- Resists +6% nature +6% mind Crit.chn- 10.00% Stun/Frz- +10% Massive two-handed battleaxes. |
Dagger of the Past (25-32 power, 49 apr) [durability 941/941]1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 40% Wil, 80% Dex, 50% Mag 80% Str Acc+ +0.2% crit chance (max 25%) Apr +49 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Armour +12 Defense +10 (+2 eff.) Spell.save +10 (+2 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Durability: 941/941 Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Ivelramira the dwarven-steel dagger (16-21 power, 17 apr) [durability 732/732]1.0 T3 dagger 1H weapon [Rare] Master Power 16.0 - 20.8 Physical Uses 40% Wil, 80% Dex, 50% Mag 80% Str Acc+ +0.2% crit chance (max 25%) Apr +17 Crit +6.0% Atk.spd 100% While equipped: Stats +2 Str +3 Con dps ---------- Phys.crit +4.0% Phys.pwr +10 (+1 eff.) Res.pen +25% physical Acc +20 (+3 eff.) ----- def ----- Armour +8 Resists +12% light +9% darkness Disarm- +17% ---------- misc Light +2 Durability: 732/732 Sharp, short and deadly. |
Orc Feller (45-58 power, 11 apr)1.0 T5 dagger 1H weapon [Unique] Master Power 45.0 - 58.5 Physical Uses 40% Wil, 50% Dex, 50% Mag 50% Str Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +4 Cun +5 Dex dps ---------- Dmg.mod +8% light +10% physical ----- def ----- Pinning- +50% ---------- misc Light +1 Telepathy Humanoid/Orc During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 40% Wil, 65% Dex, 50% Mag 35% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spelldrinker (27-35 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 40% Wil, 35% Str, 70% Mag 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 40% Wil, 50% Dex, 50% Mag 50% Cun Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+2 eff.) Phys.save +15 (+3 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
dwarven-steel dagger 'Chamigomarab' (18-23 power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master Power 18.0 - 23.4 Physical Uses 40% Wil, 50% Str, 50% Mag 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 150 damage While equipped: dps ---------- Res.pen +16% physical Acc +20 (+3 eff.) Apr +15 ----- def ----- Resists +6% blight Phys.save +3 (+1 eff.) Mind.save +6 (+1 eff.) Disease- +20% Sharp, short and deadly. |
dwarven-steel dagger 'Glorogariwen' (19-25 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Nature Power 19.0 - 24.7 Physical Uses 40% Wil, 50% Str, 50% Mag 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +12 nature +8 blight On Hit.r1 +12 blight +16 temporal On Crit.r2 +8 acid While equipped: dps ---------- Dmg.mod +6% acid Res.pen +25% temporal Melee Ret 4 acid 6 temporal ----- def ----- Resists +9% acid Sharp, short and deadly. |
steel dagger of dampening (13-17 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Disrupt Power 13.0 - 16.9 Physical Uses 40% Wil, 50% Dex, 50% Mag 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: ----- def ----- Resists +8% acid +8% lightning +7% cold +9% fire +4% all Spell.save +6 (+1 eff.) Sharp, short and deadly. |
steel dagger of erosion (10-13 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature Power 10.0 - 13.0 Physical Uses 40% Wil, 50% Dex, 50% Mag 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 nature Sharp, short and deadly. |
truestriking voratun dagger of crippling (38-50 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Master Power 38.5 - 50.1 Physical Uses 40% Wil, 50% Dex, 50% Mag 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Res.pen +14% physical Acc +22 (+3 eff.) Apr +7 Sharp, short and deadly. |
truestriking voratun dagger of rage (39-51 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Master Power 39.0 - 50.7 Physical Uses 40% Wil, 50% Dex, 50% Mag 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Dmg.mod +14% physical Res.pen +9% physical Acc +33 (+5 eff.) Apr +11 Sharp, short and deadly. |
Dream Malleus (56-84 power, 5 apr)5.0 T4 greatmaul 2H weapon [Unique] Master/Psionic Power 56.0 - 84.0 Physical Uses 110% Wil, 50% Mag, 70% Str Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Melee+ +24 mind On Hit: * 14% chance to reduce all saves and defense by 101 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +6 Dex +3 Wil +2 Cun dps ---------- Mind.crit +5% Mind.pwr +15 (+3 eff.) Dmg.mod +10% mind +22% physical Acc +9 (+2 eff.) ----- def ----- Defense +13 (+2 eff.) Disarm- +28% ---------- misc Psi/turn +0.10 Talents +3 Dream Smith's Hammer +3 Hammer Toss Cooldown Hammer Toss -2 A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
Obliterator (48-72 power, 10 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 48.0 - 72.0 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 150 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
Voratun Hammer of the Deep Bellow (82-123 power, 7 apr)5.0 T5 greatmaul 2H weapon [Unique] Arcane/Master Power 82.0 - 123.0 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.2% base dam (max 20%) Apr +7 Crit +4.0% Atk.spd 100% Melee+ +30 fire On Hit: 10% Flameshock 3 While equipped: dps ---------- Dmg.mod +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
arcing steel greatmaul of massacre (40-59 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane/Master Power 39.5 - 59.2 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 150 damage Massive two-handed mauls. |
steel greatmaul of dampening (27-40 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Disrupt Power 27.0 - 40.5 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: ----- def ----- Resists +12% acid +10% lightning +12% cold +10% fire +5% all Spell.save +10 (+2 eff.) Massive two-handed mauls. |
Amudovon the Pyreblow (26-42 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Master Power 26.0 - 41.6 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to reduce all saves and defense by 101 On Crit: * Wound the target dealing 817 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +12 (+1 eff.) Dmg.mod +12% cold +9% fire Res.pen +10% fire +15% cold Melee Ret 8 fire ----- def ----- Resists +18% fire Massive two-handed swords. |
Bogsaw the dwarven-steel greatsword (35-56 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Disrupt Power 35.0 - 56.0 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +16 nature On Hit: * 21 arcane resource burn While equipped: dps ---------- Dmg.mod +12% nature +6% darkness +21% mind Melee Ret 4 mind ----- def ----- Resists +9% nature Massive two-handed swords. |
Champion's Will (67-107 power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 67.0 - 107.2 Physical Uses 40% Wil, 115% Str, 50% Mag 20% Con Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 110 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- 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. |
elemental dwarven-steel greatsword of shearing (34-55 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Arcane/Master Power 34.5 - 55.2 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 150 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +14% fire Res.pen +13% all +14% fire Acc +13 (+2 eff.) Apr +7 Massive two-handed swords. |
flaming steel greatsword of massacre (28-46 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane/Master Power 28.5 - 45.6 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +12 fire Massive two-handed swords. |
plaguebringer's voratun greatsword of daylight (59-94 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Arcane Power 59.0 - 94.4 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +16 blight +14 light Against +19% Undead On Hit: 20% Epidemic 5 On Hit: * 16% chance to reduce strength, dexterity, and constitution by 40 While equipped: ----- def ----- Disease- +36% Massive two-handed swords. |
steel greatsword of paradox (26-41 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 25.5 - 40.8 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 temporal While equipped: ----- def ----- Resists +12% temporal Massive two-handed swords. |
Turerath the Murkpall4.0 T3 longbow 2H weapon Reqs Shoot [Rare] Arcane Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +20 lightning +20 cold On Hit: * 20% chance to slow global speed by 138% While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +24% mind +23% cold On Hit (Ranged): * 20% chance to reduce all saves and defense by 101 Longbows are used to shoot arrows at your foes. |
Zubathra4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Arcane Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: dps ---------- Res.pen +15% physical On Hit (Ranged): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% acid +3% fire +2% physical Crit.chn- 15.00% Blind- +10% Pinning- +20% Stun/Frz- +20% Longbows are used to shoot arrows at your foes. |
ash longbow 'Vorathra'4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +2 Str +2 Wil dps ---------- Phys.pwr +9 (+1 eff.) Mind.pwr +15 (+3 eff.) Res.pen +15% acid Melee Ret 4 acid ----- def ----- Resists +3% nature +5% arcane Mind.save +12 (+2 eff.) Longbows are used to shoot arrows at your foes. |
dragonbone longbow 'Khelikor'4.0 T5 longbow 2H weapon Reqs Shoot [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +20 lightning On Hit.r1 +16 arcane While equipped: Stats +8 Str +2 Wil dps ---------- Crit.mult +5.00% Phys.pwr +15 (+2 eff.) Spell.pwr +10 (+1 eff.) Dmg.mod +29% lightning Res.pen +10% arcane +17% all Acc +24 (+4 eff.) Apr +15 Melee Ret 6 blight Longbows are used to shoot arrows at your foes. |
Daimyhad the voratun longsword (40-57 power, 6 apr)3.0 T5 longsword 1H weapon [Rare] Arcane Power 40.5 - 56.7 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +28 cold On Hit.r1 +20 mind While equipped: dps ---------- Mind.pwr +15 (+3 eff.) Dmg.mod +12% blight Res.pen +20% blight ---------- misc Mana/turn +0.12 Psi/ret +0.20 Max.mana +100.00 Sharp, long, and deadly. |
Delurain (34-47 power, 5 apr)3.0 T4 longsword 1H weapon [Random Unique] Arcane/Master Power 33.5 - 46.9 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Crit.r2 +20 arcane While equipped: Stats +4 Dex +6 Mag +5 Wil dps ---------- Phys.crit +11.0% Crit.mult +18.00% Spell.pwr +9 (+1 eff.) Phys.spd +10% Acc +13 (+2 eff.) Apr +9 ----- def ----- Crit.chn- 15.00% ---------- misc Light +2 Infravis +2 Sharp, long, and deadly. |
Everpyre Blade (38-53 power, 10 apr)3.0 T4 longsword 1H weapon [Unique] Nature/Master Power 38.0 - 53.2 Fire Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +18.0% Atk.spd 100% On Hit: 15% Fire Breath 4 While equipped: Stats +7 Str +7 Wil dps ---------- Dmg.mod +20% fire Res.pen +15% fire ----- def ----- Resists +10% nature +15% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
Lisywen the Flashlord (22-31 power, 4 apr)3.0 T3 longsword 1H weapon [Random Unique] Arcane/Psionic Power 22.0 - 30.8 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 darkness Against +9% Living On Hit.r1 +8 lightning On Hit: * 25% chance for lightning to strike from the target to a second target dealing 150 damage On Crit: * Splash the target with acid dealing 250 damage over 5 turns and reducing armor and accuracy by 32 While equipped: Stats +1 Cun dps ---------- Dmg.mod +3% lightning ----- def ----- Resists +6% lightning ---------- misc Light +2 Sharp, long, and deadly. This item has been sent to the Item's Vault. |
dwarven-steel longsword 'Frozenbreacher' (24-34 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 24.5 - 34.3 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +16 arcane +16 cold On Hit.r1 +12 arcane +12 cold While equipped: Stats +4 Dex dps ---------- Phys.spd +10% Res.pen +15% arcane +10% cold Acc +9 (+2 eff.) ----- def ----- Resists +18% nature Sharp, long, and deadly. |
Crooked Club (25-35 power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+2 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
acidic iron mace (12-16 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane Power 11.5 - 16.1 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 250 damage over 5 turns and reducing armor and accuracy by 32 Blunt and deadly. |
Amethyst of Sanctuary (15-16 power, 26 apr, mind damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic Power 15.0 - 16.5 Mind Uses 991% Wil, 551% Mag, 330% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +26 Crit +6.0% Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Mind.crit +7% Mind.pwr +14 (+2 eff.) ----- def ----- Resists +15% mind Mind.save +25 (+5 eff.) ---------- misc Max.psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Charged Focus (10-11 power, 24 apr, lightning damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 10.0 - 11.0 Lightning Uses 991% Wil, 551% Mag, 330% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+2 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+2 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
Eye of Winter (8-9 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 991% Wil, 551% Mag, 330% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
Thermal Focus (14-15 power, 32 apr, fire damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 14.0 - 15.4 Fire Uses 991% Wil, 551% Mag, 330% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +5.0% Atk.spd 100% Dmg.conv 50% cold While equipped: dps ---------- Mind.crit +8% Mind.pwr +16 (+3 eff.) Dmg.mod +20% fire +20% cold Res.pen +12% fire +12% cold ----- def ----- Resists +20% fire +20% cold Spell.save +12 (+3 eff.) ---------- misc Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.20 Psionic/Thermal mastery Thermal energies are focussed in the core of this mindstar. |
creative mossy mindstar (2-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.5 - 2.8 Nature Uses 991% Wil, 551% Mag, 330% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +2 (+0 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar 'Getintir' (9-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature Power 9.0 - 9.9 Nature Uses 991% Wil, 551% Mag, 330% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +3% temporal +2% nature +9% arcane Res.pen +5% arcane ----- def ----- Resists +4% blight Max.HP +32.00 HP.reg +1.80 Disease- +15% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Hare-Skin Sling4.0 T3 sling 1H weapon Reqs Shoot [Unique] Nature Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+2 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 4.5 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 147% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Rimequick the hardened leather sling4.0 T3 sling 1H weapon Reqs Shoot [Rare] Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Hit.r1 +20 cold While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+1 eff.) On Hit (Ranged): * 10% chance to slow global speed by 138% ----- def ----- Resists +12% acid +1% physical +3% darkness +3% blight +6% cold Heal.mod +5% Slings are used to hurl stones or metal shots at your foes. |
Telos's Staff (Bottom Half)5.0 staff 1H weapon [Unique] Arcane A part of set. Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+2 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
Telos's Staff (Top Half) (35-42 power, 0 apr, cold element)2.5 T5 staff 1H weapon [Unique] Arcane A part of set. Power 35.0 - 42.0 Physical Uses 150% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+5 eff.) Dmg.mod +35% cold ----- def ----- Mind.save +8 (+2 eff.) ---------- misc Talents +1 Command Staff The top part of Telos' broken staff. |
Blood-Letter (33-46 power, 4.5 apr)3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 33.0 - 46.2 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Malediction (40-48 power, 15 apr)3.0 T4 waraxe 1H weapon [Unique] Arcane Power 40.0 - 48.0 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +10.0% Atk.spd 100% On Hit.r1 +25 blight On Hit: 10% Curse of Death 3 On Hit: 10% Curse of Vulnerability 3 While equipped: dps ---------- Spell.pwr +20 (+3 eff.) Dmg.mod +20% blight On Spell Hit: 10% Curse of Impotence 3 On Spell Hit: 10% Curse of Defenselessness 3 The land withers and crumbles wherever this cursed axe rests. |
Singestake the dwarven-steel waraxe (22-30 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Arcane Power 21.5 - 30.1 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +9 light Against +14% Undead On Hit.r1 +16 temporal On Crit.r2 +16 fire While equipped: dps ---------- Dmg.mod +15% arcane +6% fire ----- def ----- Resists +5% arcane +24% fire One-handed war axes. |
Woeransom the dwarven-steel waraxe (26-37 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 26.5 - 37.1 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% S.pwr/crit +8 ----- def ----- Resists +6% darkness ---------- misc Mana/turn +0.16 Vim/s.crit +2.00 One-handed war axes. |
iron waraxe (11-15 power, 2 apr)3.0 T1 waraxe 1H weapon [Normal] Power 11.0 - 15.4 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
iron waraxe of massacre (17-24 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Master Power 17.0 - 23.8 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
steel waraxe of paradox (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 14.5 - 20.3 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 temporal While equipped: ----- def ----- Resists +6% temporal One-handed war axes. |
Scorpion's Tail (28-31 power, 8 apr)3.0 T3 whip 1H weapon [Unique] Nature Power 28.0 - 30.8 Physical Uses 40% Wil, 50% Mag, 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +5.0% Atk.spd 125% Melee+ +22 poison +22 bleed On Hit: 30% Disarm 3 While equipped: dps ---------- Acc +10 (+2 eff.) ---------- misc See.Stealth +9 See.Invis +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
Stormlash (17-19 power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 40% Wil, 50% Mag, 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+1 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 32.89 to 98.67 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Bokirin the Blackviper1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Res.pen +15% darkness ----- def ----- Resists +18% acid +5% arcane +6% light Phys.save +9 (+2 eff.) Spell.save +11 (+3 eff.) Mind.save +6 (+1 eff.) Heal.mod +10% Teleport- +20% ---------- misc Size +1 A belt that goes around your waist. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+3 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
nightruned rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +2 (+0 eff.) ----- def ----- Resists +6% light +5% darkness Mind.save +6 (+1 eff.) A belt that goes around your waist. |
Dazzlewarden the linen cloak (6 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% mind On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 40 ----- def ----- Defense +6 (+1 eff.) Resists +11% light +11% fire Stealth +5 ---------- misc Psi/ret +0.12 Max.psi +10.00 Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nerurewe the cashmere cloak (2 def, 4 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Acc +6 (+1 eff.) Apr +5 ----- def ----- Armour +4 Defense +2 (+0 eff.) Resists +6% blight +5% arcane +18% acid Max.HP +80.00 Disease- +20% Confus- +20% Stun/Frz- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 0 armour)2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 2.5 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 12 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 227.66 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Shineraider (0 def, 0 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +15% light Res.pen +15% fire Melee Ret 6 cold ----- def ----- Resists +9% all Mind.save +15 (+3 eff.) ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots 'Branobers' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Phys.pwr +10 (+1 eff.) Res.pen +5% mind Acc +10 (+2 eff.) ----- def ----- Armour +1 Fatigue -4% Phys.save +6 (+2 eff.) ---------- misc Max.enc +24 A pair of boots made of leather. |
traveler's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Phys.save +5 (+1 eff.) ---------- misc Max.enc +22 Stam/turn +0.40 Max.stam +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves 'Radiancespire' (0 def, 8 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Res.pen +25% light ----- def ----- Armour +8 Resists +1% physical HP.reg +1.00 ---------- misc Stam/turn +1.80 Max.stam +14.00 Unarmed combat: Power 17.0 - 18.7 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dragon-helm of Kroltar (5 def, 9 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+1 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 4.5 Pwr.cost 45 out of 45/45. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You let out a powerful roar that sends your foes in radius 6 into utter confusion (power: 47%) for 3 turns. The sound wave is so strong, your foes also take 321.87 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Glimmergore the drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Rare] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Dmg.mod +18% lightning Res.pen +25% light Apr +6 Melee Ret 8 arcane ----- def ----- Armour +5 Fatigue +5% Resists +18% light +9% lightning A cap made of leather. |
Murkroar the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.crit +6% Dmg.mod +13% nature +15% acid On Hit (Melee): * 20% chance to reduce armor by 50% ----- def ----- Defense +2 (+0 eff.) Resists +19% nature +12% darkness A pointy cloth hat, very wizardly... |
Sunbreaker (5 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Phys.pwr +15 (+2 eff.) Dmg.mod +6% physical Acc +5 (+1 eff.) ----- def ----- Armour +3 Defense +5 (+1 eff.) Fatigue +3% Resists +18% light ---------- misc Stam/turn +1.00 Max.stam +10.00 A cap made of leather. |
Un'fezan's Cap (1 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+1 eff.) Mind.pwr +8 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +10% temporal +10% physical Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 2.5 Pwr.cost 15 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 3 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
clarifying linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Psionic While equipped: Stats +3 Cun ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+1 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat 'Noonnigh' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% nature +3% light Res.pen +20% light ----- def ----- Defense +1 (+0 eff.) Resists +15% nature +9% cold ---------- misc Light +1 A pointy cloth hat, very wizardly... |
Bindings of Eternal Night (12 def, 12 armour)6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+2 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Quiver of Domination (20/20, 24-34 power, 8 apr)3.0 T4 arrow ammo [Unique] Psionic Power 24.0 - 33.6 Mind Uses 60% Wil, 60% Dex, 50% Mag 50% Str Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
131 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. |
5 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. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
8 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+1 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 350 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +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. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. This item has been sent to the Item's Vault. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Atamathon's Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 Item imbue powers: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 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. |
56 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. |
4 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 584.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Hyhell (21/21, 23-28 power, 2 apr)3.0 T2 shot ammo [Rare] Master Power 23.0 - 27.6 Physical Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Acc+ +0.2% base dam (max 20%) Acc +10 Apr +2 Crit +4.5% Capacity 21 Proj.spd +200% While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
pouch of steel shots 'Taintbore' (19/19, 20-25 power, 2 apr)3.0 T2 shot ammo [Rare] Arcane Power 20.5 - 24.6 Physical Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 19 Rld cld 3 Ranged+ +20 temporal On Hit.r1 +8 nature +12 temporal On Crit.r2 +20 nature +12 lightning On Hit: * 20% chance to slow global speed by 138% Shots are used with slings to pummel your foes to death. |
Treevault the ash totem of stinging [power 188] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature +21% temporal ----- def ----- Resists +5% arcane +3% temporal Def/telep +10 Res/telep +10% Dur/telep +10% Sting an enemy dealing 188 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
focusing elm totem of summon tentacle [power 100] (25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 234 Base Damage: 110 Armor: 1 All Resist: 0 Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
piercing ash totem of stinging [power 194] (15 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 194 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Bandit's Ledger Bandit's Ledger1.0 T2 trophy treasure [Unique] While carried: ---------- misc Masteries +0.20 Wild-child/Cold-Blooded A trophy from The Possessed. Their body was savaged in various ways (139 overkill). You estimate its worth at 10.81 gold. Hm? A ledger... It seems he was thinking the very same thing YOU were! |
Earthen Heart Earthen Heart21.0 T3 trophy treasure [Unique] While carried: Stats +5 Str +5 Con ---------- misc Masteries +0.20 Wild-heart/Stone Flesh A trophy from Harkor'Zun. Their body was savaged in various ways (1534 overkill). You estimate its worth at 25.23 gold. To the untrained eye, a lump of rock. Otherwise, the head of a mighty earth elemental! |
Frozen Visage Frozen Visage1.0 T2 trophy head [Unique] While equipped: ----- def ----- Armour +3 Defense +12 (+2 eff.) Resists +15% cold +5% nature +5% physical A trophy from Norgos, the Frozen. Their body was savaged in various ways (17 overkill). You estimate its worth at 13.36 gold. Though all the natural power is gone, Norgos's head now eminates a protective icy aura. |
Mortal Coil Mortal Coil1.0 T5 trophy treasure [Unique] While carried: ----- def ----- Instkill- -100% ---------- misc Experience earned: +10% The holder will face dangers like never seen before. However, their soul now perpetually threatened, they will gather greater insight from all matters in life. A trophy from Greater Mummy Lord. Their body was savaged in various ways (1753 overkill). You estimate its worth at 63.02 gold. This intangible substance seems to be the very essence of death itself, as it holds a curse so potent, not even your heroic fate could protect you from it. You have never felt more mortal in your entire life... |
The Master's Last Rites The Master's Last Rites1.0 T4 trophy treasure [Unique] Subjugate the undead. Uses 100 power out of 200/200 A trophy from The Master. Their body was savaged in various ways (511 overkill). You estimate its worth at 43.99 gold. It seems he truly IS immortal, for his head has yet to die... "SUFFER, MORTAL!" It shouts at you with malice. "*I* shall not die until *YOU* do...!!" |
Trophy of Bethetira the copperhead snake Trophy of Bethetira the copperhead snake1.0 T1 trophy treasure [Normal] A trophy from Bethetira the copperhead snake. Their body was savaged in various ways (51 overkill). You estimate its worth at 7.17 gold. This one was special-- The Animal/Snake that could perform Cursed talents. Unusual, indeed... |
Trophy of Glyma the green worm mass Trophy of Glyma the green worm mass1.0 T1 trophy treasure [Normal] A trophy from Glyma the green worm mass. Their body was savaged in various ways (53 overkill). You estimate its worth at 7.17 gold. This one was special-- The Vermin/Worms that could perform Brawler talents. Unusual, indeed... |
Trophy of Ivalaith the grey mold Trophy of Ivalaith the grey mold1.0 T1 trophy treasure [Normal] A trophy from Ivalaith the grey mold. Their body was savaged in various ways (30 overkill). You estimate its worth at 8.31 gold. This one was special-- The Immovable/Molds that could perform Archmage talents. Unusual, indeed... |
Trophy of Khulmanar, General of Urh'Rok Trophy of Khulmanar, General of Urh'Rok1.0 T5 trophy treasure [Unique] A trophy from Khulmanar, General of Urh'Rok. Their body was savaged in various ways (4843 overkill). You estimate its worth at 60.64 gold. |
Trophy of Layuwyn the skeleton warrior Trophy of Layuwyn the skeleton warrior1.0 T1 trophy treasure [Normal] A trophy from Layuwyn the skeleton warrior. Their body was savaged in various ways (37 overkill). You estimate its worth at 7.17 gold. This one was special-- The Undead/Skeleton that could perform Rogue talents. Unusual, indeed... |
Trophy of Lisetira the brown mold Trophy of Lisetira the brown mold1.0 T2 trophy treasure [Normal] A trophy from Lisetira the brown mold. Their body was savaged in various ways (44 overkill). You estimate its worth at 11.31 gold. This one was special-- The Immovable/Molds that could perform Archmage talents. Unusual, indeed... |
Trophy of Rungof the Warg Titan Trophy of Rungof the Warg Titan1.0 T2 trophy treasure [Unique] A trophy from Rungof the Warg Titan. Their body was savaged in various ways (350 overkill). You estimate its worth at 21.94 gold. |
Trophy of Zubyriwen the shivgoroth Trophy of Zubyriwen the shivgoroth1.0 T2 trophy treasure [Normal] A trophy from Zubyriwen the shivgoroth. Their body was savaged in various ways (154 overkill). You estimate its worth at 11.31 gold. This one was special-- The Elemental/Ice that could perform Temporal Warden talents. Unusual, indeed... |
Trophy of a Rogue Trophy of a Rogue1.0 T1 trophy treasure [Normal] A trophy from a Rogue. Their body was savaged in various ways (37 overkill). You estimate its worth at 0.86 gold. |
5 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. |
Getirak the Rainknight [power 200] (15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% nature +6% cold Res.pen +5% light +10% cold Melee Ret 6 cold On Hit (Melee): * 10% chance to slow global speed by 138% ----- def ----- Resists +9% cold Create a radius 3 storm for 5 turns. Each turn, creatures within take 40 lightning damage and will be dazed for 1 turn (200 total damage) Puts all charms on 15 cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 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. |
6 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 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. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By hmm the Mantis Ritch level 33
19th Regrowth 123rd year of Ascendancy at 09:09 see stats
Arachnophobia
Destroyed the spydric menace.By hmm the Mantis Ritch level 37
10th Pyre 123rd year of Ascendancy at 15:46 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By hmm the Mantis Ritch level 38
14th Pyre 123rd year of Ascendancy at 17:00 see stats
Atamathoned!
Killed the giant golem Atamathon after foolishly reactivating it.By hmm the Mantis Ritch level 45
10th Dusk 123rd year of Ascendancy at 05:51 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By hmm the Mantis Ritch level 48
32nd Dusk 123rd year of Ascendancy at 21:53 see stats
Brave new world
Went to the Far East and took part in the war.By hmm the Mantis Ritch level 36
7th Pyre 123rd year of Ascendancy at 23:52 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By hmm the Mantis Ritch level 32
8th Allure 123rd year of Ascendancy at 09:28 see stats
Destroyer's bane
Killed Golbug the Destroyer.By hmm the Mantis Ritch level 34
48th Regrowth 123rd year of Ascendancy at 07:49 see stats
Dragon's Greed
Amassed 8000 gold pieces.By hmm the Mantis Ritch level 36
64th Regrowth 123rd year of Ascendancy at 03:41 see stats
Earth Master
Killed Harkor'Zun.By hmm the Mantis Ritch level 23
32nd Haze 122nd year of Ascendancy at 07:09 see stats
Exterminator
Killed 1000 creatures.By hmm the Mantis Ritch level 24
32nd Haze 122nd year of Ascendancy at 22:06 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By hmm the Mantis Ritch level 17
3rd Dusk 122nd year of Ascendancy at 13:54 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By hmm the Mantis Ritch level 21
14th Dusk 122nd year of Ascendancy at 06:12 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By hmm the Mantis Ritch level 41
14th Pyre 123rd year of Ascendancy at 17:02 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By hmm the Mantis Ritch level 37
13rd Pyre 123rd year of Ascendancy at 16:29 see stats
Level 10
Got a character to level 10.By hmm the Mantis Ritch level 10
2nd Mirth 122nd year of Ascendancy at 00:11 see stats
Level 20
Got a character to level 20.By hmm the Mantis Ritch level 20
13rd Dusk 122nd year of Ascendancy at 00:29 see stats
Level 30
Got a character to level 30.By hmm the Mantis Ritch level 30
46th Haze 122nd year of Ascendancy at 00:57 see stats
Level 40
Got a character to level 40.By hmm the Mantis Ritch level 40
14th Pyre 123rd year of Ascendancy at 17:02 see stats
Level 50
Got a character to level 50.By hmm the Mantis Ritch level 50
63rd Dusk 123rd year of Ascendancy at 19:17 see stats
Overpowered!
Did over 6000 damage in one attack.By hmm the Mantis Ritch level 28
45th Haze 122nd year of Ascendancy at 14:26 see stats
Size is everything
Did over 1500 damage in one attack.By hmm the Mantis Ritch level 16
7th Flare 122nd year of Ascendancy at 11:05 see stats
Size matters
Did over 600 damage in one attack.By hmm the Mantis Ritch level 13
5th Flare 122nd year of Ascendancy at 12:45 see stats
Sliders
Activated a portal using the Orb of Many Ways.By hmm the Mantis Ritch level 35
63rd Regrowth 123rd year of Ascendancy at 09:59 see stats
The bigger the better!
Did over 3000 damage in one attack.By hmm the Mantis Ritch level 21
22nd Dusk 122nd year of Ascendancy at 02:18 see stats
The secret city
Discovered the truth about mages.By hmm the Mantis Ritch level 16
1st Dusk 122nd year of Ascendancy at 16:45 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By hmm the Mantis Ritch level 45
4th Mirth 123rd year of Ascendancy at 20:48 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By hmm the Mantis Ritch level 25
44th Haze 122nd year of Ascendancy at 06:32 see stats
Treasure Hunter
Amassed 1000 gold pieces.By hmm the Mantis Ritch level 18
12nd Dusk 122nd year of Ascendancy at 13:47 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By hmm the Mantis Ritch level 29
46th Haze 122nd year of Ascendancy at 00:57 see stats
Log
You gain 4.89 gold from the transmogrification of mummy wrappings of light (+33%) (5 def, 2 armour).
You gain 4.47 gold from the transmogrification of mummy wrappings of light (+25%) (5 def, 2 armour).
You gain 4.35 gold from the transmogrification of mummy wrappings of darkness (+36%) (5 def, 2 armour).
You gain 0.05 gold from the transmogrification of mummy wrappings (5 def, 2 armour).
You gain 0.05 gold from the transmogrification of mummy wrappings (5 def, 2 armour).
You gain 0.05 gold from the transmogrification of mummy wrappings (5 def, 2 armour).
You gain 0.05 gold from the transmogrification of mummy wrappings (5 def, 2 armour).
You gain 0.05 gold from the transmogrification of mummy wrappings (5 def, 2 armour).
You gain 6.73 gold from the transmogrification of focusing mummy wrappings (5 def, 2 armour).
You gain 10.04 gold from the transmogrification of troll-hide drakeskin leather armour of Toknor (20 def, 8 armour).
You gain 12.16 gold from the transmogrification of rejuvenating voratun mail armour of acid resistance (5 def, 10 armour).
You gain 0.35 gold from the transmogrification of drakeskin leather cap (0 def, 5 armour).
You gain 9.94 gold from the transmogrification of monstrous drakeskin leather belt of dampening.
You gain 8.38 gold from the transmogrification of truestriking orichalcum trident of crippling (53-85 power, 16 apr).
You gain 1.75 gold from the transmogrification of dragonbone vilestaff (30-36 power, 6 apr, darkness element).
You gain 25.00 gold from the transmogrification of dragonbone starstaff 'Veluth' (30-36 power, 6 apr, fire element).
You gain 25.00 gold from the transmogrification of Shaderain (25-30 power, 5 apr, darkness element).
There is a Entrance to some ancient elven ruins here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Hmm wears (replacing Un'fezan's Cap (1 def, 0 armour)): Frozen Visage.
Now they'll REALLY be scared...
Hmm wears (replacing Frozen Visage): The Face of Fear (8 def, 0 armour).
Though suspicious, you notice nothing unusual about this object.
Though suspicious, you notice nothing unusual about this object.
Saving game...
Saving done.



























































































































































