











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 数字飘血-汉化 1.7.6Custom Edit of v2 - added an option to disable non damage text Yeeks Forever 1.7.6With this, the die-or-die situation is avoided when yeeks win the game, nothing else. Only sure to work with exact versions (see below), since the final chat is just replaced, checking for "NoMoreYeekSacrifice" instead of "Yeek". Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Improved Enemy UI 1.7.41. improve the default shockbolt of enemy, making them brighter and easier to find. Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 44 / 21% |
| Size | medium |
| Lifes / Deaths | Killed by Adalravena the fire drake at level 21 on the 32nd Dearth 122nd year of Ascendancy at 19:22 0 / 9Killed by worm that walks at level 25 on the 21st Shortage 122nd year of Ascendancy at 00:56 Killed by Beladana the orc summoner at level 26 on the 21st Shortage 122nd year of Ascendancy at 17:19 Killed by Silokira the ghoul at level 28 on the 26th Shortage 122nd year of Ascendancy at 06:46 Killed by elven cultist at level 29 on the 3rd Iron 123rd year of Ascendancy at 08:56 Killed by overpowered greater multi-hued wyrm at level 38 on the 23rd Stralite 123rd year of Ascendancy at 12:08 Killed by Pale Drake at level 42 on the 29th Profit 123rd year of Ascendancy at 21:03 Killed by Emyta the water imp at level 44 on the 44th Profit 123rd year of Ascendancy at 18:12 Killed by heavy bone giant at level 44 on the 45th Profit 123rd year of Ascendancy at 00:00 |
Primary Stats
| Strength | 85 (base 63) |
| Dexterity | 76 (base 49) |
| Constitution | 54 (base 39) |
| Magic | 8 (base 10) |
| Willpower | 21 (base 11) |
| Cunning | 58 (base 34) |
Resources
| Life | -35/1818 |
| Stamina | 216/266 |
| Healing Factor | 1.4997803169825 |
| Regeneration | 8.9236928860459 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 5 |
| See Stealth | 35.84903874937 |
| See Invisible | 35.84903874937 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 157 |
| Accuracy | 77 |
| Crit Chance | 24% |
| APR | 42 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +5% |
| Physical | +33% |
| Fire | +8% |
| Arcane | +26% |
| Cold | +11% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +20% |
| Lightning | +15% |
| Cold | +10% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 81.531891131125 (100%) |
| Defense | 47 |
| Ranged Defense | 51 |
| Fatigue | 31 |
| Physical Save | 68 |
| Spell Save | 47 |
| Mental Save | 54 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Arcane | + 16%( 70%) |
| Cold | + 45%( 70%) |
| All | + 12%( 70%) |
| Darkness | + 15%( 70%) |
| Temporal | + 17%( 70%) |
| Physical | + 25%( 70%) |
| Fire | + 35%( 70%) |
| Lightning | + 40%( 70%) |
Defense: Immunities
| Stun Resistance | 45% |
| Confusion Resistance | 10% |
| Pinning Resistance | 0% |
| Disarm Resistance | 75% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 84% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 695 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 35% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 215 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 868% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 132 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.60 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Shield offense | 1.60 |
| 4/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Battle tactics | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.60 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.60 |
| 4/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 548. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed ritch stinger. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed snow giant kidney. * You've found the needed xorn fragment. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of iron boots 'Floewoe' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Cun offense ------ Damage +6% cold When Hit 4 lightning defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.40 Max stamina +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Amanik'2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Dex offense ------ Damage +12% physical defense ------ Physical save +12 (+3 eff.) Unlife -20.00 life Life +42.00 other ------- 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. |
| On head | Brodokalthondur the Duskbrawn (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex +3 Con offense ------ Physical Crit +1.0% Damage +9% physical On-Hit (Melee): * 10% chance to reduce damage dealt by 16% defense ------ Armor +3 Fatigue +5% Resistance +3% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Prismstinger the hardened leather gloves (0 def, 9 armour)1.0 Encumbrance T2 hands armor [Random Unique] Nature While equipped: offense ------ On-Hit 9 cold 8 physical Damage +7% physical +6% light +6% cold defense ------ Armor +9 Resistance +6% temporal +7% cold Life Regen +2.70 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina/turn +0.90 Psi/turn +0.18 Light +2 Unarmed combat: Weapon Damage 16.5 - 18.2 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +10 physical On-crit, radius 2 +11 ice +10 physical On Hit: 10% Ice Breath level 3 On Hit: 10% Second Wind level 1 On Hit: 10% Sand Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Sunbraze [power 182] (15/17 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Physical Power +25 (+6 eff.) Damage +6% physical defense ------ Resistance +15% cold Healmod +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +3 Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to heal for 47. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Ring of the War Master0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+3 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| On fingers | mule's stralite ring of pilfering0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +12 (+3 eff.) Ignore Armor +7 defense ------ Defense +7 (+3 eff.) Fatigue -6% other ------- Encumbrance +22 Disengage: Puts all charms on 9 turn cooldown Effective talent level: 4.5 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 119% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | gold amulet 'Skypiety'0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +6 Dex +6 Cun +6 Con offense ------ Move Speed +10% Damage +27% arcane +6% fire Ignore resists +15% lightning +20% arcane defense ------ Fatigue -6% Resistance +15% lightning +9% fire +5% arcane Life Regen +3.00 other ------- Stamina/turn +1.00 Amulets make your neck look great! |
| In main hand | balanced stralite longsword of massacre (44-62 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Ego] Master Weapon Damage 44.5 - 62.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Accuracy +12 (+3 eff.) defense ------ Defense +8 (+3 eff.) Disarm Resist +31% Sharp, long, and deadly. |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Titanic (20 def, 18 armour, 48-57 power, 320 block)7.0 Encumbrance T3 shield armor [Unique] Master When used to Attack: Weapon Damage 48.0 - 57.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +320 While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+7 eff.) Ranged Defense +10 (+3 eff.) Fatigue +30% other ------- Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | cashmere cloak 'Cureshear' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +5 Dex +2 Wil +2 Cun offense ------ Critical power +11.00% Ignore resists +10% nature Accuracy +8 (+2 eff.) Ignore Armor +8 defense ------ Defense +2 (+1 eff.) Crit Resistance 15.00% Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel plate armour 'Shivergrind' (0 def, 18 armour)17.0 Encumbrance T3 massive armor [Random Unique] Nature/Master While equipped: offense ------ Damage +3% fire Ignore resists +10% cold When Hit 4 cold 6 fire defense ------ Armor +18 Fatigue +16% Resistance +13% acid +15% physical +16% cold +17% lightning +17% fire Physical save +8 (+2 eff.) Disarm Resist +44% Stun Resist +46% Knockbk Resist +45% other ------- Cooldown Rush -10 A suit of armour made of metal plates. |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
wild infusion of the psychic (res 19%; magical; dur 2; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Belisedheba the Shiverwar0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Con offense ------ Damage +15% cold Ignore resists +10% darkness When Hit 10 darkness 10 cold defense ------ Resistance +6% cold +22% light +19% darkness Crit Resistance 15.00% Blind Resist +37% Amulets make your neck look great! |
Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+5 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 51 power out of 60/60 The evilness of undeath radiates from this amulet. |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 5.5 Power cost 31 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (108). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying copper amulet of cunning (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +11% mind Confus Resist +21% Amulets make your neck look great! |
cleansing copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Disrupt While equipped: defense ------ Resistance +13% nature +12% blight Poison Resist +21% Disease Resist +23% Amulets make your neck look great! |
copper amulet0.1 Encumbrance T1 amulet jewelry [Normal] Amulets make your neck look great! |
enraging stralite amulet of dexterity (+8)0.1 Encumbrance T4 amulet jewelry [Ego+] Nature/Master While equipped: Stats +8 Dex offense ------ Physical Power +7 (+2 eff.) Combat Speed +10% Damage +7% physical Amulets make your neck look great! |
gold amulet of mastery (0.17 Technique / Shield defense)0.1 Encumbrance T3 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.17 Technique/Shield defense Amulets make your neck look great! |
grounding steel amulet of willpower (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil defense ------ Resistance +10% lightning Stun Resist +26% Amulets make your neck look great! |
grounding stralite amulet of cunning (+6)0.1 Encumbrance T4 amulet jewelry [Ego] Nature While equipped: Stats +6 Cun defense ------ Resistance +18% lightning Stun Resist +36% Amulets make your neck look great! |
restful gold amulet of vision0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Master While equipped: defense ------ Fatigue -5% Life Regen +3.00 Blind Resist +16% other ------- Infravision +3 Sight +2 See Invisibility +7 Amulets make your neck look great! |
restful steel amulet of mastery (0.17 Technique / Combat training)0.1 Encumbrance T2 amulet jewelry [Ego] Master While equipped: defense ------ Fatigue -5% Life Regen +1.00 other ------- Masteries +0.17 Technique/Combat training Amulets make your neck look great! |
restful stralite amulet of the eclipse0.1 Encumbrance T4 amulet jewelry [Ego+] Arcane/Master While equipped: offense ------ On-Hit 8 light 5 darkness Damage +13% light +7% darkness When Hit: * 7% chance to reduce damage dealt by 16% * 9% chance to blind defense ------ Fatigue -6% Life Regen +3.00 Amulets make your neck look great! |
starlit steel amulet of strength (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +13% light +10% darkness Blind Resist +21% Amulets make your neck look great! |
stralite amulet of vision0.1 Encumbrance T4 amulet jewelry [Ego+] Nature While equipped: defense ------ Blind Resist +16% other ------- Infravision +6 Sight +2 See Invisibility +7 Amulets make your neck look great! |
warrior's copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +6% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Freezevile0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +12% lightning Ignore resists +5% mind +15% cold defense ------ Resistance +24% lightning +6% mind +6% light other ------- Light +1 Rings make your fingers look great! |
Hettodar the Shiverwedge0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Wil offense ------ Damage +11% acid +3% cold On-Hit (Melee): * 20% chance to slow global speed by 45% defense ------ Resistance +22% acid +5% arcane +6% lightning other ------- Light +2 Rings make your fingers look great! |
Inertial Twine0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+3 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Pitchfoe the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +3 Str offense ------ Damage +12% fire defense ------ Armor +6 Resistance +12% fire +12% darkness +15% temporal Rings make your fingers look great! |
Toridig the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +12% mind defense ------ Armor +4 Defense +25 (+9 eff.) Resistance +12% mind Mind save +12 (+4 eff.) Life Regen +4.00 Cut Resist +20% Rings make your fingers look great! |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 11.31 cold and 13.53 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring of light (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% light defense ------ Resistance +22% light Rings make your fingers look great! |
gladiator's steel ring of luminosity0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Str +2 Mag +5 Con offense ------ Physical Power +6 (+2 eff.) On-Hit 10 light On-Ranged-Hit 11 light Damage +11% light Rings make your fingers look great! |
gladiator's voratun ring of luminosity0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +9 Str +7 Mag +8 Con offense ------ Physical Power +12 (+3 eff.) On-Hit 36 light On-Ranged-Hit 29 light Damage +13% light Rings make your fingers look great! |
gold ring 'Xanora'0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +5 Dex +2 Wil +3 Cun offense ------ On-Hit 9 physical On-Ranged-Hit 17 physical On-Hit (Melee): * 15% chance to reduce all saves and defense by 19 On-Hit (Ranged): * 16% chance to reduce all saves and defense by 19 defense ------ Defense +10 (+4 eff.) Resistance +6% lightning +4% physical +12% light +9% fire +5% arcane other ------- Hate-on-crit +2.00 Max hate +10.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 7.2 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 184% weapon damage. If the attack hits, the target will bleed for 344% weapon damage over 7 turns, and all healing will be reduced by 77%. Rings make your fingers look great! |
gold ring of nature (+26%)0.1 Encumbrance T3 ring jewelry [Ego] Nature While equipped: offense ------ Damage +13% nature defense ------ Resistance +26% nature Rings make your fingers look great! |
mule's stralite ring of misery0.1 Encumbrance T4 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Cun offense ------ On-Hit 27 physical On-Ranged-Hit 16 physical On-Hit (Melee): * 14% chance to reduce all saves and defense by 19 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 19 defense ------ Fatigue -7% other ------- Encumbrance +26 Hate-on-crit +2.00 Max hate +8.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 7.2 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 184% weapon damage. If the attack hits, the target will bleed for 344% weapon damage over 7 turns, and all healing will be reduced by 77%. Rings make your fingers look great! |
rogue's gold ring of tenacity0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+2 eff.) Life +30.00 Disarm Resist +27% Pinning Resist +25% Knockbk Resist +28% Rings make your fingers look great! |
savior's steel ring of nature (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +10% nature defense ------ Resistance +20% nature Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Rings make your fingers look great! |
solipsist's gold ring of frost (+26%)0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +5 (+3 eff.) Damage +13% cold defense ------ Resistance +26% cold Rings make your fingers look great! |
stralite ruby ring0.1 Encumbrance T4 ring jewelry [Ego+] Psionic While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +10 Cun +4 Con offense ------ On-Hit 22 physical On-Ranged-Hit 22 physical On-Hit (Melee): * 18% chance to reduce all saves and defense by 19 On-Hit (Ranged): * 16% chance to reduce all saves and defense by 19 other ------- Hate-on-crit +2.00 Max hate +13.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 5.6 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 174% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
warrior's gold ring of darkness (+26%)0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Str offense ------ Damage +13% darkness defense ------ Armor +10 Resistance +26% darkness Rings make your fingers look great! |
warrior's gold ring of tenacity0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +4 Str defense ------ Armor +8 Life +26.00 Disarm Resist +20% Pinning Resist +20% Knockbk Resist +27% Rings make your fingers look great! |
voratun longsword of evisceration (44-61 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego+] Master Weapon Damage 44.0 - 61.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Wound the target dealing 257 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +13.0% Physical Power +15 (+4 eff.) Sharp, long, and deadly. |
Scorchsever the voratun waraxe (40-56 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Rare] Arcane Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: offense ------ Damage +3% fire Ignore resists +25% fire defense ------ Resistance +18% acid +6% nature +6% darkness Mind save +18 (+6 eff.) Teleport Resist +20% One-handed war axes. |
Emblem of Evasion1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+6 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 7.2 Power cost 26 out of 30/30. Range melee/personal Cooldown: 15 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 58 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Kheleyabar1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +2 Str offense ------ Critical power +20.00% Physical Power +15 (+4 eff.) Accuracy +10 (+3 eff.) defense ------ Armor +4 Life Regen +1.30 Healmod +17% other ------- Light +3 A belt that goes around your waist. |
Radhivor the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Damage +6% physical Accuracy +25 (+6 eff.) defense ------ Resistance +6% nature +12% darkness Unlife -40.00 life Life Regen +1.80 Healmod +17% A belt that goes around your waist. |
balancing hardened leather belt of burglary1.0 Encumbrance T3 belt armor [Ego++] Master While equipped: Stats +9 Dex +8 Cun +8 Lck offense ------ Physical Crit +8.0% Mind Crit +9% defense ------ Stealth +8 other ------- Disarm Traps +10 Infravision +5 A belt that goes around your waist. |
rough leather belt 'Ulygorn'1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ When Hit 6 mind defense ------ Resistance +3% acid +1% physical Physical save +12 (+3 eff.) Anomaly Control +11 Life +59.00 Teleport Resist +20% other ------- Max mana +38.00 Max stamina +32.00 Max hate +11.00 Max psi +22.00 Max vim +22.00 Max positive +22.00 Max negative +22.00 A belt that goes around your waist. |
Dagasavon the linen cloak (11 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil defense ------ Defense +11 (+4 eff.) Resistance +6% darkness Crit Resistance 15.00% Life +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dazzlebiter the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Con offense ------ Physical Power +20 (+5 eff.) Ignore resists +15% light +20% physical Accuracy +15 (+4 eff.) defense ------ Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Undeathpyre' (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +4 Con offense ------ Damage +3% nature Ignore resists +10% physical defense ------ Defense +7 (+3 eff.) Resistance +1% physical Physical save +6 (+1 eff.) Unlife -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of the hunter (2 def, 8 armour)2.0 Encumbrance T3 cloak armor [Ego+] Nature/Master While equipped: offense ------ Accuracy +19 (+4 eff.) defense ------ Armor +8 Defense +2 (+1 eff.) Fatigue -7% Resistance +10% cold Life +67.00 other ------- Max stamina +14.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glimmerdare the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Dex +1 Mag offense ------ Move Speed +25% Damage +3% arcane +3% light defense ------ Armor +3 Fatigue +2% Crit Resistance 10.00% other ------- Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloryssra (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +2 Dex +4 Wil offense ------ Spell Crit +3% Spellpower/crit +4 defense ------ Armor +4 Fatigue -3% Physical save +8 (+2 eff.) Mind save +3 (+1 eff.) other ------- Encumbrance +25 Max hate +4.00 Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Stormmaim the pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +4 Cun +3 Con offense ------ Damage +30% lightning defense ------ Armor +4 Fatigue +3% Resistance +5% arcane Physical save +15 (+4 eff.) Mind save +16 (+5 eff.) Healmod +10% Silence Resist +20% Disarm Resist +20% Pinning Resist +10% Teleport Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dreamer's pair of voratun boots of tirelessness (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Master/Psionic While equipped: Stats +3 Cun +4 Wil defense ------ Armor +5 Fatigue +4% Physical save +15 (+4 eff.) Spell save +9 (+3 eff.) Mind save +10 (+3 eff.) other ------- Stamina/turn +0.80 Max stamina +23.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
fleetfooted pair of dwarven-steel boots of massiveness (10 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego++] Master While equipped: Stats +5 Str +5 Dex +5 Con offense ------ Damage +8% physical defense ------ Armor +4 Defense +10 (+4 eff.) Fatigue +3% other ------- Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Elenasus' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% physical defense ------ Armor +3 Fatigue -3% Resistance +5% arcane +3% acid Physical save +5 (+1 eff.) Pinning Resist +10% other ------- Encumbrance +21 Stamina/turn +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Olalekath' (5 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil defense ------ Armor +3 Defense +5 (+2 eff.) Fatigue +2% Physical save +6 (+1 eff.) Spell save +7 (+2 eff.) Mind save +6 (+2 eff.) Disarm Resist +20% Confus Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Stamina/turn +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of dwarven-steel boots of invasion (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: offense ------ Physical Crit +3.0% Physical Power +4 (+1 eff.) Ignore resists +8% physical defense ------ Armor +4 Fatigue +3% Silence Resist +26% Confus Resist +28% Stun Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloomream the dwarven-steel gauntlets (0 def, 9 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 10 physical Damage +6% physical Ignore resists +10% darkness On-Hit (Melee): * 20% chance to slow global speed by 45% defense ------ Armor +9 Fatigue +3% Resistance +6% acid +5% arcane +12% light Spell save +15 (+5 eff.) Unarmed combat: Weapon Damage 19.0 - 26.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-Hit, radius 1 +7 physical On-crit, radius 2 +8 physical On Hit: 10% Sand Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Ivuyatta the Torchswift (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Str +6 Dex +3 Cun +11 Con defense ------ Armor +2 Fatigue +3% Resistance +6% fire Crit Resistance 15.00% Physical save +7 (+2 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 19.5 - 27.3 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +9 Critical Rate +15.0% Attack Speed 83% On Hit: 10% Set Up level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Snow Giant Wraps (0 def, 2 armour)1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.0% Attack Speed 100% On-hit +10 lightning +10 cold On Hit: 25% Call Lightning level 5 Throw Boulder: Effective talent level: 3.5 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 274.49 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
heroic hardened leather gloves of war-making (0 def, 6 armour)1.0 Encumbrance T2 hands armor [Ego++] Master While equipped: offense ------ Physical Crit +8.0% Spell Crit +9% Mind Crit +5% Critical power +7.00% defense ------ Armor +6 Mind save +8 (+3 eff.) Life +43.00 Unarmed combat: Weapon Damage 24.5 - 27.0 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +4 Ignore Armor +3 Critical Rate +8.0% Attack Speed 100% On Hit: 10% Battle Shout level 3 On Crit: 20% Cripple level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Baravor (0 def, 7 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Critical power +10.00% Physical Power +30 (+8 eff.) Damage +6% blight Ignore resists +15% physical Accuracy +10 (+3 eff.) defense ------ Armor +7 Fatigue +3% Resistance +8% fire +8% cold other ------- Stamina/turn +3.00 Vim-on-crit +2.00 A cap made of leather. |
Heatlash the dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Str +5 Dex +6 Cun +5 Con offense ------ Damage +9% mind +9% fire Ignore resists +10% mind defense ------ Armor +4 Fatigue +4% Resistance +9% fire +15% mind +12% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Scorchvein' (10 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Ignore resists +5% fire defense ------ Armor +4 Defense +10 (+4 eff.) Fatigue +4% Resistance +8% lightning +10% temporal Crit Resistance 15.00% Life +60.00 Blind Resist +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Brightmalice' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Critical power +5.00% Damage +3% light When Hit 4 mind defense ------ Armor +3 Fatigue +5% Physical save +12 (+3 eff.) other ------- Hate-on-crit +1.00 Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Brodudonik' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Dex offense ------ Physical Crit +3.0% Physical Power +10 (+3 eff.) Damage +11% physical defense ------ Defense +1 (+1 eff.) Resistance +3% fire +3% darkness +11% physical A pointy cloth hat, very wizardly... |
Eremumarab the stralite plate armour (0 def, 13 armour)17.0 Encumbrance T4 massive armor [Rare] Arcane While equipped: Stats +6 Str +7 Mag +5 Wil +2 Con offense ------ Physical Crit +15.0% Spell Crit +8% Mind Crit +8% Critical power +20.00% Physical Power +18 (+5 eff.) Spellpower +20 (+16 eff.) Mindpower +18 (+9 eff.) Damage +6% physical defense ------ Armor +13 Fatigue +22% Resistance +17% lightning Physical save +12 (+3 eff.) other ------- Max stamina +30.00 A suit of armour made of metal plates. |
9 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
607 alchemist agate0.0 Encumbrance 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. |
7 onyx0.0 Encumbrance 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 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
8 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 opal0.0 Encumbrance 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. |
6 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Armykalthorand the Bleakravager1.0 Encumbrance T3 lite [Random Unique] Nature While equipped: Stats +2 Con +9 Wil offense ------ Physical Crit +8.0% Critical power +23.00% Physical Power +13 (+3 eff.) Damage +6% darkness Ignore resists +10% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 16% defense ------ Resistance +7% blight +6% nature Life Regen +4.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Branirab1.0 Encumbrance T5 lite [Random Unique] Master While equipped: Stats +1 Wil offense ------ Ignore Shields +30% defense ------ Blind Resist +105% Confus Resist +61% other ------- Mana/turn +0.16 Light +22 See Stealth +38 See Invisibility +40 Track: Puts all charms on 34 turn cooldown Effective talent level: 4.5 Power cost 34 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Saluwen1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Ignore resists +10% all Ignore Armor +10 On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +3% darkness Mind save +6 (+2 eff.) Life +40.00 Healmod +20% Poison Resist +10% Knockbk Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(70 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Umbraphage0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+5 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+3 eff.) other ------- Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 99.00 darkness damage (based on Mindpower and charge). Uses 9 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
alchemist's lamp of corpselight1.0 Encumbrance T3 lite [Ego+] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +3 (+3 eff.) defense ------ Resistance +9% blight +5% darkness other ------- Light +4 Infravision +4 See Invisibility +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 turn cooldown Effective talent level: 3.5 Power cost 26 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 32 blight damage or heals 48 life. Creatures standing in the retch also have 25% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +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 Encumbrance 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 Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +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. |
Demonic Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 232.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 22 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest2.0 Encumbrance 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. |
Gizilavor the Lightningbraid [power 225] (15/13 cooldown)2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +18% arcane When Hit 4 lightning defense ------ Resistance +6% lightning Blast the opponent's mind dealing 224 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage by 18% for 2 turns. 100% to heal for 48. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+1 eff.) Mindpower +3 (+2 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+3 eff.) Psionic Pull: Effective talent level: 4.5 Power cost 16 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 71 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
focusing dwarven-steel torque of psionic shield [power 73] (15/22 cooldown)2.0 Encumbrance T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 73 for 5 turns Puts all charms on 22 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
piercing dwarven-steel torque of gale force [power 245] (15/13 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 328 physical damage Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elven-wood totem of healing [power 356] (15/13 cooldown)2.0 Encumbrance T4 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 356 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
piercing elven-wood totem of thorny skin [power 61] (15/17 cooldown)2.0 Encumbrance T4 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 61 and armour hardiness by 60% Puts all charms on 17 turn cooldown 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
soothing elm totem of summon tentacle [power 100] (15/22 cooldown)2.0 Encumbrance 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: 227 Base Damage: 105 Armor: 0 All Resist: 1 Puts all charms on 22 turn cooldown 100% to heal for 32. Natural totems are made by powerful wilders to store nature power. |
7 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
elven-wood wand of shielding 'Erelynik' [power 326] (15/17 cooldown)2.0 Encumbrance T4 wand charm [Random Unique] Arcane While equipped: Stats +3 Str defense ------ Resistance +6% mind other ------- Light +2 See Invisibility +6 Create a shield absorbing up to 326 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to reduce 1 talent cooldowns by 2. 100% to increase the duration of 2 beneficial effects by 3. 100% to heal for 58. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing elven-wood wand of conjuration [power 305] (15/13 cooldown)2.0 Encumbrance T4 wand charm [Ego+] Arcane Fire a magical bolt dealing 305 acid damage Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 19% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful dragonbone wand of lightning storm [power 464] (15/13 cooldown)2.0 Encumbrance T5 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 92 lightning damage and will be dazed for 1 turn (463 total damage) Puts all charms on 13 turn cooldown 100% to increase all damage by 26% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick dragonbone wand of shielding [power 428] (15/14 cooldown)2.0 Encumbrance T5 wand charm [Ego+] Arcane Create a shield absorbing up to 428 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 14 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
3 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+4 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
16 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Dahan the Dwarf Bulwark level 29
2nd Iron 123rd year of Ascendancy at 23:30 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Dahan the Dwarf Bulwark level 25
12nd Shortage 122nd year of Ascendancy at 05:33 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Dahan the Dwarf Bulwark level 29
29th Shortage 122nd year of Ascendancy at 02:33 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Dahan the Dwarf Bulwark level 36
17th Stralite 123rd year of Ascendancy at 14:30 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Dahan the Dwarf Bulwark level 37
22nd Stralite 123rd year of Ascendancy at 20:56 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Dahan the Dwarf Bulwark level 35
13rd Stralite 123rd year of Ascendancy at 17:33 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Dahan the Dwarf Bulwark level 27
24th Shortage 122nd year of Ascendancy at 22:53 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Dahan the Dwarf Bulwark level 34
9th Stralite 123rd year of Ascendancy at 18:46 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Dahan the Dwarf Bulwark level 40
35th Stralite 123rd year of Ascendancy at 09:59 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Dahan the Dwarf Bulwark level 20
28th Dearth 122nd year of Ascendancy at 14:10 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Dahan the Dwarf Bulwark level 31
16th Gold 123rd year of Ascendancy at 12:46 see stats
Guiding Hand (Nightmare (Adventure) difficulty)
Saved all escorted adventurers.By Dahan the Dwarf Bulwark level 32
6th Stralite 123rd year of Ascendancy at 19:34 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dahan the Dwarf Bulwark level 25
12nd Shortage 122nd year of Ascendancy at 05:02 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Dahan the Dwarf Bulwark level 39
23rd Stralite 123rd year of Ascendancy at 22:48 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Dahan the Dwarf Bulwark level 10
14th Profit 122nd year of Ascendancy at 23:15 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Dahan the Dwarf Bulwark level 20
15th Dearth 122nd year of Ascendancy at 22:38 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Dahan the Dwarf Bulwark level 30
10th Iron 123rd year of Ascendancy at 09:00 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Dahan the Dwarf Bulwark level 40
34th Stralite 123rd year of Ascendancy at 12:23 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Dahan the Dwarf Bulwark level 31
18th Steel 123rd year of Ascendancy at 07:35 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Dahan the Dwarf Bulwark level 43
40th Profit 123rd year of Ascendancy at 14:56 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Dahan the Dwarf Bulwark level 25
20th Shortage 122nd year of Ascendancy at 23:14 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Dahan the Dwarf Bulwark level 34
10th Stralite 123rd year of Ascendancy at 10:27 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Dahan the Dwarf Bulwark level 6
19th Voratun 122nd year of Ascendancy at 02:55 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Dahan the Dwarf Bulwark level 25
12nd Shortage 122nd year of Ascendancy at 05:33 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Dahan the Dwarf Bulwark level 13
22nd Profit 122nd year of Ascendancy at 07:57 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Dahan the Dwarf Bulwark level 25
12nd Shortage 122nd year of Ascendancy at 05:33 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Dahan the Dwarf Bulwark level 31
4th Gold 123rd year of Ascendancy at 06:05 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Dahan the Dwarf Bulwark level 15
14th Wealth 122nd year of Ascendancy at 21:54 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Dahan the Dwarf Bulwark level 40
40th Stralite 123rd year of Ascendancy at 23:34 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Dahan the Dwarf Bulwark level 31
3rd Gold 123rd year of Ascendancy at 09:50 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Dahan the Dwarf Bulwark level 27
24th Shortage 122nd year of Ascendancy at 13:49 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Dahan the Dwarf Bulwark level 18
7th Dearth 122nd year of Ascendancy at 08:26 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Dahan the Dwarf Bulwark level 44
44th Profit 123rd year of Ascendancy at 18:12 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Dahan the Dwarf Bulwark level 28
27th Shortage 122nd year of Ascendancy at 20:11 see stats
Log
Melee retaliation hits Dread for 2 lightning, 4 fire, 1 cold (9 total damage).
Dread hits Dahan for 14 physical damage.
Skeleton archer misses Dahan.
Runed bone giant casts Earthen Missiles.
Melee retaliation hits Heavy bone giant for 3 lightning, 6 fire, 2 cold (13 total damage).
Heavy bone giant hits Dahan for 13 blight damage.
Runed bone giant's Earthen Missiles hits Heavy bone giant for 72 physical, 12 physical (84 total damage).
Runed bone giant's Earthen Missiles hits Heavy bone giant for 72 physical, 12 physical (84 total damage).
Runed bone giant's Earthen Missiles hits Heavy bone giant for 72 physical, 12 physical (84 total damage).
Xaninor the ghoul uses Coup de Grace.
Xaninor the ghoul strikes Dahan with hidden blades!
Xaninor the ghoul performs a melee critical strike against Dahan!
Xaninor the ghoul performs a melee critical strike against Dahan!
Xaninor the ghoul's spell attains critical power!
Dahan has temporarily forgotten Relentless Pursuit for 3 turns!
Dahan resists the Coup de Grace!
Today is the 45th Profit of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Xaninor the ghoul hits Dahan for 6 fire, 11 physical, 8 fire, 15 fire, 6 fire, 22 fire (72 total damage).
Xaninor the ghoul receives 46 healing from Xaninor the ghoul's purging blight area effect.
Something receives 40 healing from Xaninor the ghoul's purging blight area effect.
Ghoul receives 56 healing from Xaninor the ghoul's purging blight area effect.
Xaninor the ghoul's purging blight area effect hits Dahan for 23 blight damage.
Skeleton archer receives 40 healing from Xaninor the ghoul's purging blight area effect.
Ghoul receives 28 healing from Xaninor the ghoul's purging blight area effect.
Melee retaliation hits Xaninor the ghoul for 3 lightning, 5 fire, 4 cold, 3 lightning, 5 fire, 4 cold, 3 lightning, 5 fire, 4 cold (43 total damage).
Ghoul misses Dahan.
Talent Shield Pummel is ready to use.
Talent Rush is ready to use.
Bleeding from Heavy bone giant hits Dahan for 50 physical damage.
Dahan the level 44 dwarf bulwark was ground to death by a heavy bone giant on level 3 of Tannen's Tower.
































































































































