












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Living Eyal 1.7.6Places unplayable staring dugeons on map. Allowing all 4 extra dungeons. Unlocking Yeek island. |Places all extra cities on map, and adds extra dungeons and cities like heroes rest (trainer city). Also reacts to Ooze mod, undead racepack and faetouched collection. Shared Stash 1.7.6About: After half a day diving in documentations and source code of other addons (original Items Vault included) this is what I managed to put together. Shared Stash features: From Russia with love. Changelog: Steam-Fu 1.7.6Adds a new Tinker subclass and a brawler evolution. --- Steam-Fu Master is a class that combines steamsaw and steamgun to fight in close range. This class revolves around melee range combat, wreaking havoc, and throwing oneself into the fray. Shoot enemies multiple times at the cost of high ammo cost that you feel your ammo pouch has a hole. And do not forget your saw shreds through your foes. Don't worry about surrounded by enemies as you have decent survivability and steam generation, as long as you strategically utilize our injector and steam generator. But don't get cocky, choose your fight wisely as getting over your head is sure way to your demise. Master the way of the Steam-Fu through lead and bloodshed. Attain your glory by any means necessary. --- Steam-Fu Adept is a Class Evolution of Brawler enhancing their martial styles with steamtech. Crush your foes faster with novel techniques born by the blessing of steam. Enjoy! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Easy Map 1.4.0This 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. Nekarcos's Quality of Life 07: Visible Size Categories (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Bugnibus Bugfix Pack 1.7.0Combines several separate bugfix addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
Frequently Asked Questions: Vox Eyal 1.7.6[Not compatible with Verbose Enemies] A total rework of the "Verbose Enemies" mod. Supports blacklist filtering to prevent non-humanoids from taunting if you don't want them to, taunt rate tuning, etc. Includes UI config panel (under Misc Tab) for real-time adjustments. Originally based on Death by a Thousand Taunts by Deeborm and Verbose Enemies by stuntofthelitter. While some people may be ok with Gen-Z nonsense, brainrot, and non-sequiturs, I felt the need to curate and split the list and in the process, ended up adding a ton of new features. [Not compatible with Verbose Enemies] Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Madness Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Writhing One |
| Level / Exp | 50 / 6895% |
| Size | huge |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 266 (base 63) |
| Dexterity | 186 (base 61) |
| Constitution | 138 (base 63) |
| Magic | 130 (base 63) |
| Willpower | 163 (base 59) |
| Cunning | 195.2 (base 65) |
Resources
| Steam | 50/50 |
| Mana | 929/929 |
| Negative | 177/177 |
| Vim | 266/266 |
| Life | 17220/17220 |
| Positive | 177/177 |
| Stamina | 652/652 |
| Insanity | 0/100 |
| Healing Factor | 1.9918720140182 |
| Regeneration | 35.907477361121 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +75.53917199996% |
| Spell | 0% |
| Global | +106% |
Vision
| Sight | 12 |
| Lite | 21.010987926547 |
| Infravision | 22 |
| See Stealth | 122.07074670627 |
| See Invisible | 155.07074670627 |
Offense: Mainhand
| Damage | 426 |
| Accuracy | 107 |
| Crit Chance | 92% |
| APR | 29 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 115 |
| Crit Chance | 86% |
| Speed | 1 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 143 |
| Crit Chance | 87% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Blight | +51% |
| Physical | +61% |
| Cold | +51% |
| All | +7% |
| Lightning | +29% |
| Light | +55% |
| Darkness | +90% |
| Fire | +91% |
| Mind | +17% |
Offense: Damage Penetration
| Acid | +45% |
| Physical | +97% |
| Mind | +55% |
| Blight | +50% |
| Arcane | +35% |
| Fire | +40% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 123.42857142857 (94.708763900747%) |
| Defense | 146 |
| Ranged Defense | 146 |
| Fatigue | 0 |
| Physical Save | 114 |
| Spell Save | 111 |
| Mental Save | 100 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 66%( 70%) |
| Arcane | + 60%( 70%) |
| Cold | + 70%( 70%) |
| All | + 51%( 70%) |
| Darkness | + 61%( 70%) |
| Light | + 55%( 70%) |
| Temporal | + 58%( 70%) |
| Physical | + 66%( 70%) |
| Lightning | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 60%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 58% |
| Poison Resistance | 10% |
| Blind Resistance | 88% |
| Disarm Resistance | 30% |
| Teleport Resistance | 33% |
| Pinning Resistance | 87% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 210 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 Dexterity stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 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 205 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 Willpower stat. |
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 750 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 10 Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 35%, your defense is increased by 35 and all your resistances by 35%. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 14 Travel Speed: 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. |
Class Talents
| Cursed / Gloom | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Meta | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Tentacles | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Path of horror | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Disfigured face | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Enhancement | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Void | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Horrific body | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Slow death | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Engineering | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Vile life | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Hymns | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Beyond sanity | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Scoundrel | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Hexes | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Staff combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone alchemy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Shalore | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
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Effects
| talent | Through The Crowd |
| talent | Fiery Hands |
| talent | Secrets of the Eternals |
| talent | Range Amplification Device |
| talent | Elemental Discord |
| talent | Chaos Orbs |
| talent | Shock Hands |
| talent | Mental Tyranny |
| talent | Energy Alteration |
| talent | Chant of Resistance |
| talent | Daunting Presence |
| talent | Roll With It |
| talent | Aether Permeation |
| talent | Spellcraft |
| talent | Gloom |
| talent | Hymn of Perseverance |
| talent | Crystalline Focus |
| beneficial effect | Increases physical save, spell save, and mental save by 20. Global speed increased by 6%. Through The Crowd |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
| beneficial effect | Linked to their horror ally gaining 30% all damage resistance. Shared Insanity |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | 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 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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by Isliyavea the midge swarm. Escort: lone alchemist (level 2 of Trollmire) | failed |
You failed to protect the lost defiler from death by ghoul. Escort: lost defiler (level 1 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Aerinn the giant fire ant. Escort: lost warrior (level 3 of Old Forest) | failed |
You failed to protect the repented thief from death by shadow. Escort: repented thief (level 1 of Ruins of Kor'Pul) | failed |
You failed to protect the worried loremaster from death by carrion worm mass. Escort: worried loremaster (level 4 of Old Forest) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * 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: 3873. | 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 Marus of Elvala. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats Str +4, Wil +4, Cun +4 offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature, +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Betholrabeth the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats Str +4, Wil +2, Cun +5 Con +2 offense ------ Mindpower +25 (+3 eff.) Damage +0% light defense ------ Resistance +6% blight Physical save +7 (+1 eff.) Mind save +12 (+2 eff.) Healmod +13% other ------- Light +6 Infravision +2 See Invisibility +18 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 | Fireworm the drakeskin leather cap (0 def, 7 armour) =equip=2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats Str +7, Dex +10, Cun +13 Con +8 offense ------ Damage +9% cold, +6% fire Ignore resists +15% fire When Hit 4 fire defense ------ Armor +7 Fatigue +5% Resistance +15% acid, +30% fire +27% cold, +6% arcane +15% lightning Physical save +18 (+3 eff.) Mind save +31 (+5 eff.) Battle Cry: Puts all charms on 15 turn cooldown Effective talent level: 3.5 Power cost 15 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. This object's appearance was changed to Visage of Nektosh. |
| Tool | extending dragonbone totem of healing [power 560] (8 cooldown)2.0 Encumbrance T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 560 Puts all charms on 8 turn cooldown 100% to increase the duration of 3 beneficial effects by 3. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Dairedunarak the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats Wil +7, Con +9 offense ------ Spellpower/crit +10 Ignore resists +10% arcane Ignore Shields +30% defense ------ Spell save +11 (+2 eff.) Life +29.00 Disarm Resist +30% Pinning Resist +31% Knockbk Resist +30% other ------- Vim-on-crit +2.00 Max mana +60.00 Rings make your fingers look great! |
| On fingers | voratun ring 'Lavafist'0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats Str +19, Dex +19, Mag +9 Wil +13 offense ------ Accuracy +16 (+2 eff.) defense ------ Resistance +24% acid, +24% fire +12% darkness, +15% blight Crit Resistance 25.00% Teleport Resist +33% other ------- Light +5 Infravision +5 Rings make your fingers look great! |
| Around waist | Duvyneg =equip=1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: Stats Str +9, Dex +9, Wil +9 Cun +8 offense ------ Damage +3% acid, +6% blight defense ------ Armor +16 Defense +19 (+2 eff.) Fatigue -20% Resistance +15% lightning +14% temporal, +9% light +3% cold, +7% arcane +9% nature Physical save +61 (+9 eff.) Spell save +24 (+4 eff.) Mind save +25 (+4 eff.) Life +20.00 other ------- Encumbrance +50 A belt that goes around your waist. |
| In main hand | enhanced voratun longsword of enduring (151% power, 6 apr) 3.0 Encumbrance T5 longsword 1H weapon [Ego++] Nature Weapon Damage 151% Range: 1.0x-1.4x Uses 40% Wil, 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * injects a simple virus dealing 153 blight damage on hit and lowering the victims highest stat While equipped: Stats Str +11, Dex +11, Mag +13 Wil +28, Cun +13, Con +26 defense ------ Life +96.00 Sharp, long, and deadly. This object's appearance was changed to Spectral Blade. |
| On hands | Mardoldil the voratun gauntlets (20 def, 12 armour) =equip=1.5 Encumbrance T4 hands armor [Rare] Nature While equipped: Stats Str +7, Wil +16 offense ------ Critical power +28.35% Physical Power +25 (+3 eff.) On-Hit 15 physical Damage +18% blight, +11% physical Ignore resists +20% acid, +25% blight defense ------ Armor +12 Defense +20 (+3 eff.) Fatigue +5% Resistance +6% physical Unlife -100.00 life other ------- Mana-on-crit +2.84 Max stamina +42.53 Unarmed combat: Weapon Damage 136% Range: 1.0x-1.4x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On-Hit, radius 1 +15 physical On-crit, radius 2 +15 physical On Hit: 10% Sand Breath level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Sparkorder (49 def, 40 armour) 9.0 Encumbrance T5 light armor [Random Unique] Nature/Master While equipped: Stats Cun +27, Dex +25 offense ------ Mind Crit +4% Mindpower +20 (+3 eff.) When Hit 2 lightning defense ------ Armor +40 Defense +49 (+6 eff.) Fatigue +8% Resistance +9% blight, +6% fire +9% darkness, +40% acid Life +60.00 Life Regen +8.00 Poison Resist +10% other ------- Stamina/turn +2.50 Psi when Hit +0.08 A suit of armour made of leather. |
| Cloak | Obsidianmortal the elven-silk cloak (23 def, 0 armour) =equip=2.0 Encumbrance T5 cloak armor [Rare] Arcane While equipped: Stats Str +19, Mag +6, Wil +4 Cun +4 offense ------ Damage +15% darkness +18% physical Ignore Armor +5 defense ------ Defense +23 (+3 eff.) Spell save +14 (+3 eff.) Mind save +13 (+2 eff.) Unlife -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Yeti-fur Cloak. |
| Around neck | Getotir =equip=0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats Str +13, Dex +13, Wil +13 offense ------ Damage +12% physical Ignore resists +20% physical When Hit 4 arcane defense ------ Armor +5 Defense +19 (+2 eff.) Resistance +30% lightning, +5% arcane Blind Resist +40% Stun Resist +50% other ------- Stamina/turn +2.00 Infravision +10 Sight +2 See Invisibility +15 Amulets make your neck look great! |
Inventory
Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Infusion of Wild Growth (rad 5; dur 10;)0.1 Encumbrance T3 infusion scroll [Plot Item] Nature When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 282.30 physical damage and 374.36 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Primal Infusion (affinity 26%; reduction 5; 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 26% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 5 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the duelist (heal 417; 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 instantly heal yourself for 417 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion (res 20%; magical; dur 4; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 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 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 57%; mental, physical; dur 4; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 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 57% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the psychic (range 10; phase 39; cd 12)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 10 Cooldown: 9 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 11 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 39%, your defense is increased by 39 and all your resistances by 39%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
blink rune of the titan (range 10; phase 39; cd 11)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 10 Cooldown: 8 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 13 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 39%, your defense is increased by 39 and all your resistances by 39%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
blink rune of the warrior (range 10; phase 47; cd 13)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 10 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 16 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 47%, your defense is increased by 47 and all your resistances by 47%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
blink rune of the wizard (range 10; phase 27; cd 20)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 10 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
blink rune of the wizard (range 10; phase 29; cd 15)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 10 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Rune of the Rift (802.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 9 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 858.14 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; lightning, temporal, arcane, physical)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 5 temporal, 5 arcane, 3 physical Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 227; cd 22)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 227 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the duelist (absorb 212; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 11 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 212 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the duelist (absorb 218; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 9 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 218 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the duelist (absorb 206; cd 20)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 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 206 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the sneak (absorb 235; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 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 235 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the sneak (absorb 219; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 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 219 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the titan (absorb 240; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 10 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 240 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the warrior (absorb 385; cd 20)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 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 385 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the warrior (absorb 292; cd 20)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 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 292 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 186; cd 22)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 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 186 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 164; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 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 164 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 236; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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 236 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 1020; dur 8; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1020 damage for 8 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the duelist (range 227; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 227 with a minimum range of 15. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 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! |
Fogwither the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats Cun +2, Con +6 defense ------ Resistance +3% darkness, +12% temporal Pinning Resist +23% Knockbk Resist +26% other ------- Light +3 Amulets make your neck look great! |
Guwen the Undeathobsidian0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats Str +3, Wil +3 offense ------ Damage +3% nature defense ------ Crit Resistance 15.00% Physical save +13 (+2 eff.) Spell save +11 (+2 eff.) Mind save +12 (+2 eff.) other ------- Light +2 Amulets make your neck look great! |
copper amulet of cunning (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats Cun +2 Amulets make your neck look great! |
Daneth's Neckguard2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats Str +6, Con +6 defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats Wil +5 offense ------ Mindpower +5 (+1 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 3.5 Power cost 19 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 767 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats Con +10 defense ------ Teleport Resist +100% Teleport: Effective talent level: 5.5 Power cost 19 out of 36/36. Range 10 Cooldown: 21 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (215). 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. |
gold amulet 'Bethorina'0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats Str +7, Con +8 offense ------ Mind Crit +6% Physical Power +25 (+3 eff.) Mindpower +25 (+3 eff.) defense ------ Resistance +7% arcane, +33% fire Silence Resist +28% Disarm Resist +28% Stun Resist +28% other ------- Hate-on-crit +7.09 Amulets make your neck look great! |
gold amulet 'Ravenjeer'0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats Str +7, Dex +4, Con +2 offense ------ Damage +9% darkness defense ------ Resistance +15% mind Stun Resist +20% other ------- See Invisibility +18 Amulets make your neck look great! |
wanderer's gold amulet of the eclipse0.1 Encumbrance T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats Dex +6, Cun +4, Con +3 offense ------ Move Speed +10% On-Hit 8 light, 8 darkness Damage +5% light, +8% darkness When Hit: * 7% chance to reduce damage dealt by 49% * 5% chance to blind defense ------ Fatigue -6% Life Regen +3.00 other ------- Stamina/turn +0.50 Amulets make your neck look great! |
Arcqueller the stralite amulet0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats Str +4, Mag +6 offense ------ Ignore resists +29% lightning +25% physical Accuracy +34 (+5 eff.) When Hit 11 lightning defense ------ Defense +30 (+4 eff.) Resistance +26% mind Confus Resist +44% other ------- Max stamina +34.34 Amulets make your neck look great! |
Pendant of the Sun and Moons0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +8 (+1 eff.) Damage +8% light, +8% darkness Ignore resists +15% light, +15% darkness defense ------ Resistance +10% light, +10% darkness Max Resistance +5% light, +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Effective talent level: 4.5 Power cost 16 out of 60/60. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 59 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
warmaker's stralite amulet of vision0.1 Encumbrance T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats Str +9, Dex +8, Wil +8 defense ------ Blind Resist +34% other ------- Infravision +8 Sight +2 See Invisibility +13 Amulets make your neck look great! |
warmaker's stralite amulet of vision =equip=0.1 Encumbrance T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats Str +8, Dex +8, Wil +9 defense ------ Blind Resist +34% other ------- Infravision +7 Sight +2 See Invisibility +13 Amulets make your neck look great! |
Garkul's Teeth0.1 Encumbrance T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats Str +10, Con +6 defense ------ Physical save +18 (+3 eff.) Mind save +18 (+3 eff.) Pinning Resist +100% other ------- Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Effective talent level: 5.5 Power cost 6 out of 48/48. Range melee/personal Cooldown: 7 Travel.spd instantaneous Description: Release a powerful shout, doing 1086.73 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Lavatide0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats Dex +10 offense ------ Damage +6% fire Ignore resists +15% fire On-Hit (Melee): * 10% chance to slow global speed by 94% defense ------ Resistance +12% acid, +6% fire +15% temporal +3% lightning Physical save +25 (+4 eff.) Spell save +37 (+6 eff.) Mind save +24 (+4 eff.) Blind Resist +37% other ------- Infravision +10 Sight +2 See Invisibility +10 Amulets make your neck look great! |
Vox0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +9 (+1 eff.) Spell Speed +15% defense ------ Silence Resist +100% other ------- Max mana +50.00 Max vim +50.00 See Invisibility +20 No force can hope to silence the wearer of this amulet. |
voratun amulet0.1 Encumbrance T5 amulet jewelry [Normal] Amulets make your neck look great! |
voratun amulet0.1 Encumbrance T5 amulet jewelry [Normal] Amulets make your neck look great! |
voratun amulet0.1 Encumbrance T5 amulet jewelry [Normal] Amulets make your neck look great! |
wanderer's voratun amulet of dexterity (+20)0.1 Encumbrance T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats Dex +20, Cun +10, Con +10 offense ------ Move Speed +10% defense ------ Fatigue -10% Life Regen +3.00 other ------- Stamina/turn +1.50 Amulets make your neck look great! |
wanderer's voratun amulet of murder0.1 Encumbrance T5 amulet jewelry [Ego++] Master While equipped: Stats Dex +9, Cun +10, Con +10 offense ------ Critical power +20.00% Move Speed +10% Accuracy +10 (+1 eff.) Ignore Armor +20 defense ------ Fatigue -9% Life Regen +5.00 other ------- Stamina/turn +1.50 Amulets make your neck look great! |
Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 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. |
copper ring 'Haredunamadil'0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats Mag +4 offense ------ Damage +3% blight defense ------ Resistance +9% temporal, +1% physical Spell save +8 (+2 eff.) Mind save +6 (+1 eff.) Disarm Resist +20% Stun Resist +20% Rings make your fingers look great! |
gladiator's copper ring of life0.1 Encumbrance T1 ring jewelry [Ego++] Nature/Master While equipped: Stats Str +5, Con +5 offense ------ Physical Power +6 (+1 eff.) defense ------ Life +44.00 Life Regen +7.00 Healmod +11% Rings make your fingers look great! |
Flashward0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats Str +7, Wil +4, Cun +4 offense ------ Damage +13% acid, +9% light +15% lightning defense ------ Resistance +26% acid other ------- Infravision +3 Rings make your fingers look great! |
Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats Str +4, Wil +4 offense ------ Damage +8% nature, +8% physical defense ------ Resistance +10% nature Physical save +8 (+1 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats Wil +4, Con +6 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 4 tidal wave that expands slowly over 7 turns, dealing 37.84 cold and 40.44 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 32 power out of 60/60 This azure ring seems to be always moist to the touch. |
conjurer's steel ring of misery0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats Mag +5, Wil +5, Cun +3 offense ------ Spellpower +8 (+1 eff.) On-Hit 13 physical On-Ranged-Hit 11 physical On-Hit (Melee): * 11% chance to reduce all saves and defense by 62 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 62 other ------- Hate-on-crit +2.00 Max hate +6.00 Bleeding Edge: Puts all charms on 11 turn cooldown Effective talent level: 3.5 Power cost 11 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
marksman's steel ring of light (+24%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats Dex +3 offense ------ Damage +12% light Accuracy +6 (+1 eff.) defense ------ Resistance +24% light Rings make your fingers look great! |
Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats Cun +6, Mag +6 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. |
Gloth the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats Wil +5, Con +6 offense ------ Damage +16% nature, +12% acid Ignore resists +25% mind defense ------ Resistance +15% lightning, +21% fire +32% nature other ------- Max psi +40.00 Rings make your fingers look great! |
Heatspitter the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats Dex +10, Wil +7, Cun +7 offense ------ Mindpower +11 (+2 eff.) Damage +27% fire Ignore resists +28% nature, +28% fire On-Hit (Melee): * 23% chance to slow global speed by 94% defense ------ Resistance +12% fire other ------- Infravision +3 See Invisibility +15 Rings make your fingers look great! |
Balyruigrim0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats Cun +9 offense ------ Damage +15% blight, +15% temporal defense ------ Defense +38 (+5 eff.) Resistance +15% blight, +7% arcane +24% nature Spell save +12 (+2 eff.) Mind save +12 (+2 eff.) Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Rings make your fingers look great! |
Blackguile the stralite ring0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: Stats Mag +5 offense ------ Damage +16% fire When Hit 12 acid defense ------ Resistance +5% physical, +12% cold +15% darkness, +32% fire Life +120.00 Confus Resist +25% Rings make your fingers look great! |
Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Magmasin0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats Con +10 offense ------ Critical power +20.00% Damage +12% cold, +30% darkness +12% fire defense ------ Armor +12 Defense +40 (+5 eff.) Fatigue -9% Unlife -107.63 life other ------- Encumbrance +32 Stamina/turn +4.04 Max stamina +40.36 Rings make your fingers look great! |
Ring of the Archlich0.1 Encumbrance T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: offense ------ Spellpower +8 (+1 eff.) Damage +10% darkness, +10% cold defense ------ Resistance +10% darkness, +10% cold Spell save +8 (+2 eff.) Poison Resist +25% Cut Resist +25% other ------- Max souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats Lck +10 defense ------ Physical save +10 (+1 eff.) Spell save +10 (+2 eff.) Mind save +10 (+1 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Writhing Ring of the Hunter0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats Str +5, Dex +5, Mag +5 Wil +5, Cun +5, Con +5 When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
conjurer's stralite ring0.1 Encumbrance T4 ring jewelry [Ego+] Arcane While equipped: Stats Mag +7, Wil +7 offense ------ Spellpower +11 (+2 eff.) Rings make your fingers look great! |
gladiator's stralite ring of pilfering0.1 Encumbrance T4 ring jewelry [Ego++] Master While equipped: Stats Str +9, Con +9 offense ------ Physical Power +12 (+1 eff.) Accuracy +15 (+2 eff.) Ignore Armor +15 defense ------ Defense +14 (+2 eff.) Disengage: Puts all charms on 6 turn cooldown Effective talent level: 3.5 Power cost 6 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 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 178% 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! |
gladiator's stralite ring of power0.1 Encumbrance T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats Str +9, Con +9 offense ------ Physical Power +25 (+3 eff.) Spellpower +13 (+2 eff.) Mindpower +12 (+2 eff.) Rings make your fingers look great! |
savage's stralite ring0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: Stats Con +5 defense ------ Spell save +18 (+3 eff.) other ------- Max stamina +30.00 Rings make your fingers look great! |
solipsist's stralite ring0.1 Encumbrance T4 ring jewelry [Ego+] Psionic While equipped: Stats Cun +8, Wil +7 offense ------ Mindpower +11 (+2 eff.) Rings make your fingers look great! |
solipsist's stralite ring of life0.1 Encumbrance T4 ring jewelry [Ego++] Nature/Psionic While equipped: Stats Cun +8, Wil +8 offense ------ Mindpower +13 (+2 eff.) defense ------ Life +88.00 Life Regen +15.00 Healmod +18% Rings make your fingers look great! |
stralite ring 'Ce'Nidhelaith'0.1 Encumbrance T4 ring jewelry [Rare] Arcane While equipped: Stats Str +9, Dex +5 offense ------ Physical Power +13 (+1 eff.) Spellpower +13 (+2 eff.) Mindpower +13 (+2 eff.) Damage +12% mind On-Hit (Melee): * 28% chance to reduce all saves and defense by 62 defense ------ Defense +43 (+5 eff.) Resistance +12% mind Crit Resistance 21.27% Spell save +21 (+4 eff.) Healmod +28% Knockbk Resist +28% other ------- Max stamina +40.00 Rings make your fingers look great! |
Exiler0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spellpower +10 (+2 eff.) On-Hit 15 temporal Damage +15% temporal +10% physical defense ------ Resistance +15% temporal Anomaly Control +10 other ------- Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread level 2 Attempt to inflict 183.57 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s). Uses 17 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Glory of the Pride0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+1 eff.) Damage +8% physical Accuracy +10 (+1 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+7 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Ring of the War Master0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats Str +3, Dex +3, Con +3 offense ------ Physical Crit +5.0% Physical Power +10 (+1 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. |
Singeire0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats Str +20, Con +10 offense ------ Physical Power +15 (+2 eff.) Ignore resists +20% arcane, +25% fire Ignore Shields +30% When Hit 10 fire defense ------ Armor +20 Resistance +15% nature, +15% blight Poison Resist +30% Disease Resist +30% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.08 Mana-on-crit +3.00 Max mana +40.00 Rings make your fingers look great! |
Void Orb0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +10 (+2 eff.) On-Hit 15 arcane Damage +4% lightning, +4% physical +4% cold, +4% fire +15% arcane, +5% all Ignore resists +10% arcane defense ------ Resistance +15% arcane Spell save +10 (+2 eff.) Silence Resist +30% other ------- Max mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex level 2 Manathrust: Effective talent level: 5.5 Power cost 4 out of 6/6. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 361.56 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
conjurer's voratun ring of misery0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats Mag +6, Wil +6, Cun +9 offense ------ Spellpower +14 (+2 eff.) On-Hit 27 physical On-Ranged-Hit 35 physical On-Hit (Melee): * 18% chance to reduce all saves and defense by 62 On-Hit (Ranged): * 19% chance to reduce all saves and defense by 62 other ------- Hate-on-crit +3.00 Max hate +14.00 Bleeding Edge: Puts all charms on 11 turn cooldown Effective talent level: 5.5 Power cost 11 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
gladiator's voratun ring of life0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Master While equipped: Stats Str +10, Con +10 offense ------ Physical Power +15 (+2 eff.) defense ------ Life +100.00 Life Regen +20.00 Healmod +20% Rings make your fingers look great! |
psionicist's voratun ring of luminosity0.1 Encumbrance T5 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats Wil +8, Mag +9 offense ------ On-Hit 36 light On-Ranged-Hit 40 light Damage +19% light defense ------ Mind save +16 (+2 eff.) Rings make your fingers look great! |
rogue's voratun ring of luminosity0.1 Encumbrance T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats Cun +10, Mag +10 offense ------ On-Hit 40 light On-Ranged-Hit 40 light Damage +20% light defense ------ Defense +20 (+3 eff.) Rings make your fingers look great! |
sneakthief's voratun ring of pilfering0.1 Encumbrance T5 ring jewelry [Ego++] Master While equipped: Stats Cun +10, Dex +10 offense ------ Accuracy +27 (+4 eff.) Ignore Armor +17 defense ------ Defense +17 (+2 eff.) Disengage: Puts all charms on 6 turn cooldown Effective talent level: 3.5 Power cost 6 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 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 178% 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! |
solipsist's voratun ring0.1 Encumbrance T5 ring jewelry [Ego+] Psionic While equipped: Stats Cun +8, Wil +6 offense ------ Mindpower +15 (+2 eff.) Rings make your fingers look great! |
voratun ring 'Bethomira'0.1 Encumbrance T5 ring jewelry [Rare] Psionic While equipped: Stats Str +8, Mag +5, Wil +9 offense ------ Physical Crit +8.0% Physical Power +52 (+6 eff.) Damage +24% blight Accuracy +25 (+4 eff.) defense ------ Mind save +15 (+2 eff.) Confus Resist +41% other ------- See Invisibility +24 Rings make your fingers look great! |
voratun ring 'Dazzlevengeance'0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats Str +9, Dex +9, Wil +5 offense ------ Damage +12% mind Ignore resists +15% light defense ------ Armor +18 Resistance +18% acid, +21% blight Crit Resistance 20.00% other ------- EQ when Hit +0.12 Infravision +4 Rings make your fingers look great! |
voratun ring 'Glimmermoon'0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats Mag +8, Wil +14, Cun +8 offense ------ Spellpower +15 (+2 eff.) Mindpower +14 (+2 eff.) Damage +18% light, +9% lightning When Hit 8 arcane, 10 light defense ------ Resistance +6% lightning, +36% light +6% arcane other ------- Light +3 Rings make your fingers look great! |
voratun ring 'Hailshaper'0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane While equipped: Stats Cun +8, Mag +16 offense ------ On-Hit 40 light On-Ranged-Hit 39 light Damage +9% cold, +19% light +20% arcane defense ------ Resistance +20% arcane Spell save +20 (+4 eff.) other ------- Light +4 Infravision +4 Rings make your fingers look great! |
voratun ring 'Hazekiss'0.1 Encumbrance T5 ring jewelry [Rare] Psionic While equipped: Stats Str +6, Wil +10 offense ------ Physical Crit +4.0% Ignore resists +15% mind When Hit 10 physical defense ------ Resistance +12% cold, +9% physical +19% temporal Mind save +20 (+3 eff.) Rings make your fingers look great! |
Telos's Staff (Top Half) (143% power, 0 apr, fire element)2.5 Encumbrance T5 staff 1H weapon [Unique] Arcane A part of set. Weapon Damage 144% Range: 1.0x-1.2x Uses 150% Mag, 40% Wil Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: Stats Wil +5 offense ------ Spell Crit +15% Spellpower +30 (+5 eff.) Damage +35% fire defense ------ Mind save +8 (+1 eff.) other ------- Talents +1 Command Staff The top part of Telos' broken staff. |
greater dragonbone magestaff of the prodigy (136% power, 6 apr, cold element)5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 130% Mag, 40% Wil Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Mag +20, Wil +15, Cun +20 offense ------ Spell Crit +5% Spellpower +27 (+4 eff.) Spellpower/crit +10 Damage +30% lightning, +30% cold +30% arcane, +30% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent dragonbone starstaff of the prodigy (152% power, 6 apr, temporal element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 152% Range: 1.0x-1.2x Uses 130% Mag, 40% Wil Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Mag +20, Wil +20, Cun +20 offense ------ Spell Crit +5% Spellpower +20 (+3 eff.) Spellpower/crit +10 Damage +42% temporal other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering dragonbone magestaff of the prodigy (136% power, 6 apr, cold element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 130% Mag, 40% Wil Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Mag +19, Wil +20, Cun +18 offense ------ Spell Crit +5% Spellpower +15 (+2 eff.) Spellpower/crit +10 Damage +30% cold other ------- Mana/turn +0.30 Max mana +85.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
enhanced dwarven-steel battleaxe (135% power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego+] Nature Weapon Damage 136% Range: 1.0x-1.5x Uses 40% Wil, 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% While equipped: Stats Str +13, Dex +13, Mag +12 Wil +13, Cun +13, Con +13 Massive two-handed battleaxes. |
Gleldawe the Murkbolt (169% power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Rare] Master Weapon Damage 170% Range: 1.0x-1.5x Uses 40% Wil, 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +7.5% Attack Speed 100% On-crit, radius 2 +24 mind While equipped: Stats Str +7, Dex +3, Mag +4 Cun +4 offense ------ When Hit 12 nature other ------- Stamina/turn +3.72 Massive two-handed mauls. |
enhanced iron greatsword of ruin (111% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego++] Nature/Master Weapon Damage 111% Range: 1.0x-1.6x Uses 40% Wil, 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% While equipped: Stats Str +7, Dex +7, Mag +7 Wil +5, Cun +7, Con +7 offense ------ Physical Crit +10.0% Critical power +19.00% Ignore Armor +10 Massive two-handed swords. |
Genocide (152% power, 4 apr)3.0 Encumbrance T3 greatsword 2H weapon [Unique] Nature/Master Weapon Damage 152% Range: 1.0x-1.6x Uses 40% Wil, 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +18.0% Attack Speed 100% Damage Against +25% Orc While equipped: Stats Str +7, Dex +7, Con +7 defense ------ Resist Against +15% Orc Life Regen +0.50 other ------- Stamina/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Lelogolar (151% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Rare] Master Weapon Damage 151% Range: 1.0x-1.6x Uses 40% Wil, 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +12 physical While equipped: Stats Str +10, Mag +3, Con +16 offense ------ Mindpower +31 (+4 eff.) Damage +16% physical Accuracy +23 (+3 eff.) other ------- Max stamina +31.46 Max hate +10.49 Light +3 Massive two-handed swords. |
Borosk's Hate (172% power, 22 apr)3.0 Encumbrance T5 greatsword 2H weapon [Unique] Master Weapon Damage 172% Range: 1.0x-1.6x Uses 40% Wil, 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 100% On Hit: * 25% chance to strike the target again. While equipped: Stats Str +10, Dex +5, Con +15 other ------- Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Ce'Naragamira (173% power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Random Unique] Master Weapon Damage 174% Range: 1.0x-1.6x Uses 40% Wil, 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +20 arcane While equipped: Stats Str +17, Cun +5, Con +10 offense ------ Physical Power +20 (+2 eff.) Damage +20% physical Ignore resists +21% all, +21% physical Accuracy +68 (+11 eff.) Ignore Armor +20 defense ------ Resistance +3% darkness Healmod +5% Disarm Resist +69% Teleport Resist +20% other ------- See Invisibility +6 Massive two-handed swords. |
enhanced voratun greatsword of evisceration (174% power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Ego++] Nature/Master Weapon Damage 174% Range: 1.0x-1.6x Uses 40% Wil, 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On Critical: * Wound the target dealing 512 physical damage across 5 turns and reducing healing by 50% While equipped: Stats Str +19, Dex +19, Mag +19 Wil +19, Cun +17, Con +14 offense ------ Physical Crit +21.0% Physical Power +21 (+2 eff.) Massive two-handed swords. |
enhanced voratun greatsword of ruin (171% power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Ego++] Nature/Master Weapon Damage 172% Range: 1.0x-1.6x Uses 40% Wil, 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Str +19, Dex +19, Mag +19 Wil +13, Cun +12, Con +19 offense ------ Physical Crit +21.0% Critical power +35.00% Ignore Armor +21 Massive two-handed swords. |
enhanced orite trident of crippling (151% power, 13 apr)3.0 Encumbrance T4 trident 2H weapon [Ego++] Nature/Master Weapon Damage 152% Range: 1.0x-1.6x Uses 40% Wil, 50% Mag, 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +13 Critical Rate +3.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats Str +10, Dex +9, Mag +16 Wil +14, Cun +16, Con +13 offense ------ Physical Crit +19.0% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Sword of Potential Futures (133% power, 10 apr)3.0 Encumbrance T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Weapon Damage 134% Range: 1.0x-1.4x Uses 40% Wil, 70% Mag, 80% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Spell Crit +5% Spellpower +5 (+1 eff.) Damage +5% temporal defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian 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 untapped potential of time. |
Blade of Distorted Time (150% power, 40 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane Weapon Damage 150% Range: 1.0x-1.4x Uses 40% Wil, 70% Mag, 90% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +40 Critical Rate +8.0% Attack Speed 100% Damage Conversion 20% temporal On Hit: * deals 150 temporal damage and slows enemies in radius 6 of the target by 160% based on Magic While equipped: offense ------ Damage +30% temporal +30% physical defense ------ Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Blink Blade: Effective talent level: 5.5 Power cost 6 out of 10/10. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 103% damage. Then teleport next to a second random enemy, attacking for 103% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
Corpathus (150% power, 12 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Master/Unknown Weapon Damage 150% Range: 1.0x-1.4x Uses 40% Wil, 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +4.0% Attack Speed 100% On-hit +18 draining blight On Critical: * grows in power On Kill: * grows dramatically in power While equipped: offense ------ Damage +5% blight defense ------ Cut Resist -25% other ------- Max vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Everpyre Blade (147% power, 10 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Nature/Master Weapon Damage 147% Range: 1.0x-1.4x Uses 40% Wil, 50% Mag, 100% Str Damage Fire Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +18.0% Attack Speed 100% On Hit: 15% Fire Breath level 4 While equipped: Stats Str +7, Wil +7 offense ------ Damage +20% fire Ignore resists +15% fire defense ------ Resistance +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. |
Morrigor (161% power, 12 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane/Unknown Weapon Damage 162% Range: 1.0x-1.4x Uses 40% Wil, 110% Mag, 60% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +7.0% Attack Speed 100% On Hit: * deal 69.55 arcane and 123.71 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: offense ------ Spell Crit +12% Spellpower +24 (+4 eff.) other ------- Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Ravenglamour the stralite longsword (142% power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Rare] Nature Weapon Damage 143% Range: 1.0x-1.4x Uses 40% Wil, 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-hit +17 nature On-Hit, radius 1 +16 darkness While equipped: Stats Dex +19, Mag +6, Wil +4 Cun +5 offense ------ On-Hit (Melee): * 25% chance to reduce damage dealt by 49% other ------- See Invisibility +18 Sharp, long, and deadly. |
enhanced stralite longsword of massacre (156% power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Ego+] Nature/Master Weapon Damage 156% Range: 1.0x-1.4x Uses 40% Wil, 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats Str +11, Dex +11, Mag +10 Wil +9, Cun +8, Con +10 Sharp, long, and deadly. |
Butcher (159% power, 12 apr)3.0 Encumbrance T5 longsword 1H weapon [Unique] Master/Psionic Weapon Damage 160% Range: 1.0x-1.4x Uses 40% Wil, 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +10.0% Attack Speed 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats Str +10, Wil +10, Cun +7 offense ------ Accuracy +18 (+3 eff.) other ------- Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Poltergeist's Dawn's Blade (161% power, 7 apr)3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Weapon Damage 162% Range: 1.0x-1.4x Uses 40% Wil, 75% Mag, 80% Str Damage Light Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 100% Damage Against +25% Undead, +25% Demon While equipped: offense ------ Spell Crit +4% Spellpower +10 (+2 eff.) Damage +20% light Ignore resists +25% light defense ------ Armor +5 Resistance +5% all other ------- Light +2 Cooldown Healing Light -3 Barrier -5 Providence -10 Bathe in Light -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 520.73 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 19 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Spellblade (161% power, 0 apr)3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane Weapon Damage 162% Range: 1.0x-1.4x Uses 40% Wil, 70% Mag, 90% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Critical Rate +5.0% Attack Speed 100% While equipped: Stats Str +4, Mag +8 offense ------ Spell Crit +9% Spellpower +25 (+4 eff.) Damage +30% lightning, +30% fire +30% arcane other ------- Light +1 On Spell Hit: 12% Lightning level 5 On Spell Hit: 12% Flame level 5 On Spell Hit: 12% Manathrust level 5 Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
Wintertide (148% power, 10 apr)3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane Weapon Damage 149% Range: 1.0x-1.4x Uses 40% Wil, 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 100% On-hit +25 ice On Hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 240.13 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. While equipped: offense ------ Damage +20% cold When Hit 40 ice defense ------ Resistance +25% cold Pierce Iceblocks +35% No Winter Storm Active Precipitate ice walls (lasting 10 turns) within your Winter Storm's area. Uses 16 power out of 40/40 The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
thought-forged voratun longsword (154% power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego] Psionic Weapon Damage 155% Range: 1.0x-1.4x Uses 40% Wil, 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +10 mind, +15 item expose On Hit: * 15% chance to reduce all saves and defense by 62 While equipped: Stats Cun +2, Wil +3 Sharp, long, and deadly. |
iron mace 'Zulathalen' (118% power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Rare] Master Weapon Damage 119% Range: 1.0x-1.4x Uses 40% Wil, 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: Stats Dex +2 defense ------ Armor +2 Defense +15 (+2 eff.) Blunt and deadly. |
enhanced steel mace of erosion (113% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego+] Nature Weapon Damage 113% Range: 1.0x-1.4x Uses 40% Wil, 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +11 nature While equipped: Stats Str +7, Dex +5, Mag +7 Wil +7, Cun +7, Con +7 Blunt and deadly. |
enhanced stralite mace of evisceration (146% power, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Ego++] Nature/Master Weapon Damage 146% Range: 1.0x-1.4x Uses 40% Wil, 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Critical: * Wound the target dealing 512 physical damage across 5 turns and reducing healing by 50% While equipped: Stats Str +10, Dex +10, Mag +10 Wil +8, Cun +11, Con +11 offense ------ Physical Crit +13.0% Physical Power +13 (+1 eff.) Blunt and deadly. |
Ureslak's Starry Femur (164% power, 5 apr)3.0 Encumbrance T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Weapon Damage 164% Range: 1.0x-1.4x Uses 40% Wil, 50% Mag, 100% Str Damage Blinding darkness Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Hit: * 10% chance to shimmer to a different hue and gain powers While equipped: offense ------ Damage +30% darkness Ignore resists +30% darkness defense ------ Resistance +45% darkness Physical save +15 (+2 eff.) Spell save +15 (+3 eff.) Mind save +15 (+2 eff.) A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
caustic voratun mace of enduring (158% power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Ego++] Nature Weapon Damage 158% Range: 1.0x-1.4x Uses 40% Wil, 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +45 acid, +40 nature While equipped: Stats Con +14, Wil +15 offense ------ Ignore resists +25% acid, +25% nature Ignore Armor +15 defense ------ Life +74.00 Blunt and deadly. |
enhanced voratun mace (157% power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Ego+] Nature Weapon Damage 157% Range: 1.0x-1.4x Uses 40% Wil, 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% While equipped: Stats Str +13, Dex +8, Mag +12 Wil +9, Cun +11, Con +13 Blunt and deadly. |
enhanced voratun mace of erosion (157% power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Ego+] Nature Weapon Damage 157% Range: 1.0x-1.4x Uses 40% Wil, 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +17 nature While equipped: Stats Str +9, Dex +8, Mag +9 Wil +6, Cun +5, Con +7 Blunt and deadly. This object's appearance was changed to Spectral Blade. |
enhanced voratun mace of evisceration (154% power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Ego++] Nature/Master Weapon Damage 155% Range: 1.0x-1.4x Uses 40% Wil, 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On Critical: * Wound the target dealing 512 physical damage across 5 turns and reducing healing by 50% While equipped: Stats Str +11, Dex +12, Mag +10 Wil +12, Cun +12, Con +13 offense ------ Physical Crit +12.0% Physical Power +15 (+2 eff.) Blunt and deadly. |
Blood-Letter (140% power, 4.5 apr)3.0 Encumbrance T3 waraxe 1H weapon [Unique] Nature/Master Weapon Damage 141% Range: 1.0x-1.4x Uses 40% Wil, 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +7.0% Attack Speed 100% Damage Conversion 50% ice On Hit: 15% Ice Breath level 2 While equipped: offense ------ Ignore resists +20% cold defense ------ Armor +20 Pierce Iceblocks +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
enhanced stralite waraxe of amnesia (139% power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego++] Nature/Psionic Weapon Damage 139% Range: 1.0x-1.4x Uses 40% Wil, 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 9 turns (checks Confusion immunity) While equipped: Stats Str +11, Dex +8, Mag +11 Wil +11, Cun +11, Con +11 One-handed war axes. |
enhanced stralite waraxe of paradox (134% power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego+] Arcane/Nature Weapon Damage 134% Range: 1.0x-1.4x Uses 40% Wil, 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-hit +17 temporal While equipped: Stats Str +9, Dex +11, Mag +11 Wil +10, Cun +11, Con +11 defense ------ Resistance +17% temporal One-handed war axes. |
Tempestbore the voratun waraxe (150% power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Rare] Arcane Weapon Damage 151% Range: 1.0x-1.4x Uses 40% Wil, 50% Mag, 100% Str Damage Physical 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 165 damage While equipped: Stats Str +7, Dex +9, Wil +7 Cun +9 offense ------ Ignore resists +42% arcane, +42% light defense ------ Resistance +24% lightning Crit Resistance 25.14% other ------- Infravision +5 One-handed war axes. |
Silent Blade (129% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 40% Wil, 65% Dex, 50% Mag 35% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On-hit +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: offense ------ Accuracy +10 (+1 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Dagger of the Past (129% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 129% Range: 1.0x-1.3x Uses 40% Wil, 100% Mag, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+1 eff.) Spell save +10 (+2 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian 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. |
Moon (100% power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Weapon Damage 100% Range: 1.0x-1.3x Uses 40% Wil, 20% Dex, 50% Mag 20% Str Damage Darkness Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Darkness damage. While equipped: other ------- Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Star (100% power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Weapon Damage 100% Range: 1.0x-1.3x Uses 40% Wil, 20% Dex, 50% Mag 20% Str Damage Light Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Light damage. While equipped: other ------- Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
enhanced dwarven-steel dagger of erosion (117% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Nature Weapon Damage 117% Range: 1.0x-1.3x Uses 40% Wil, 50% Dex, 50% Mag 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +13 nature While equipped: Stats Str +7, Dex +9, Mag +9 Wil +9, Cun +5, Con +9 Sharp, short and deadly. |
Xunor the Glowserpent (134% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Rare] Nature Weapon Damage 134% Range: 1.0x-1.3x Uses 40% Wil, 50% Str, 50% Mag 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +17 nature On-Hit, radius 1 +25 light While equipped: Stats Str +8, Wil +16, Cun +4 offense ------ Ignore resists +20% mind defense ------ Crit Resistance 18.73% other ------- Light +4 See Invisibility +12 Sharp, short and deadly. |
stralite dagger of shearing (136% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego+] Master Weapon Damage 137% Range: 1.0x-1.3x Uses 40% Wil, 50% Dex, 50% Mag 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% While equipped: offense ------ Ignore resists +6% all Accuracy +5 (+0 eff.) Ignore Armor +9 Sharp, short and deadly. |
Kindlesaw the voratun dagger (148% power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 148% Range: 1.0x-1.3x Uses 40% Wil, 50% Str, 50% Mag 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-Hit, radius 1 +16 light On Hit: * 25% chance for lightning to strike from the target to a second target dealing 165 damage While equipped: Stats Str +10, Cun +2, Con +7 offense ------ Physical Power +13 (+1 eff.) Ignore resists +30% physical Accuracy +25 (+4 eff.) Ignore Armor +15 defense ------ Crit Resistance 18.73% Disarm Resist +35% other ------- See Invisibility +9 Sharp, short and deadly. |
Life Drinker (152% power, 11 apr)1.0 Encumbrance T5 dagger 1H weapon [Unique] Arcane Weapon Damage 152% Range: 1.0x-1.3x Uses 40% Wil, 105% Mag, 35% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +18.0% Attack Speed 100% While equipped: Stats Cun +6, Mag +6 offense ------ Spell Crit +10% Spellpower +12 (+2 eff.) Damage +15% blight, +15% darkness +15% acid other ------- Infravision +2 On Spell Hit: 15% Blood Grasp level 2 Worm Rot: Effective talent level: 3.5 Power cost 21 out of 50/50. Range 9 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 34.38 acid and 47.16 blight damage. If not cleared after five turns it will inflict 267.75 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Rhonarirach (148% power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Rare] Master Weapon Damage 149% Range: 1.0x-1.3x Uses 40% Wil, 50% Str, 50% Mag 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +30 mind, +30 arcane On-Hit, radius 1 +20 mind While equipped: Stats Str +18, Mag +4, Wil +6 Con +6 offense ------ Damage +15% physical Ignore resists +25% arcane Accuracy +25 (+4 eff.) defense ------ Spell save +27 (+5 eff.) Out-of-Phase Defense +22 Out-of-Phase Resistance +22% Out-of-Phase Resilience +22% other ------- Max mana +80.00 Infravision +4 Sharp, short and deadly. |
Shinekill the voratun dagger (146% power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 147% Range: 1.0x-1.3x Uses 40% Wil, 50% Str, 50% Mag 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +16 acid On-Hit, radius 1 +12 acid On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats Con +18, Wil +16 offense ------ Physical Crit +13.0% Ignore resists +15% light Accuracy +14 (+2 eff.) defense ------ Defense +15 (+2 eff.) Resistance +15% acid Life +110.00 Disarm Resist +50% other ------- Infravision +2 See Invisibility +12 Sharp, short and deadly. |
enhanced voratun dagger of erosion (148% power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego+] Nature Weapon Damage 148% Range: 1.0x-1.3x Uses 40% Wil, 50% Dex, 50% Mag 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +20 nature While equipped: Stats Str +9, Dex +13, Mag +13 Wil +13, Cun +13, Con +13 Sharp, short and deadly. |
enhanced voratun dagger of evisceration (147% power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 147% Range: 1.0x-1.3x Uses 40% Wil, 50% Dex, 50% Mag 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Critical: * Wound the target dealing 512 physical damage across 5 turns and reducing healing by 50% While equipped: Stats Str +13, Dex +13, Mag +12 Wil +13, Cun +13, Con +13 offense ------ Physical Crit +13.0% Physical Power +15 (+2 eff.) Sharp, short and deadly. |
enhanced voratun dagger of rage (146% power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 146% Range: 1.0x-1.3x Uses 40% Wil, 50% Dex, 50% Mag 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: Stats Str +24, Dex +13, Mag +10 Wil +13, Cun +13, Con +10 offense ------ Damage +15% physical Accuracy +25 (+4 eff.) Sharp, short and deadly. |
Charged Focus (100% power, 24 apr, lightning damage)3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 100% Range: 1.0x-1.1x Uses 90% Wil, 50% Mag, 30% Cun Damage Lightning Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +6% Mindpower +12 (+2 eff.) Damage +15% lightning Ignore resists +9% lightning defense ------ Resistance +15% lightning Mind save +9 (+1 eff.) other ------- Max psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
hateful pulsing mindstar of storms (104% power, 32 apr, mind damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 105% Range: 1.0x-1.1x Uses 90% Wil, 50% Mag, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats Str +4, Dex +5, Mag +5 Wil +5, Cun +5, Con +4 offense ------ Mind Crit +4% Mindpower +8 (+1 eff.) On-Hit 9 lightning Damage +15% lightning, +17% mind +12% darkness Ignore resists +17% lightning, +11% mind +12% darkness defense ------ Resistance +12% lightning other ------- Max hate +6.00 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. |
pulsing mindstar of storms (105% power, 32 apr, mind damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego+] Nature Weapon Damage 106% Range: 1.0x-1.1x Uses 90% Wil, 50% Mag, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats Str +6, Dex +6, Mag +6 Wil +6, Cun +6, Con +6 offense ------ Mind Crit +4% Mindpower +8 (+1 eff.) On-Hit 16 lightning Damage +10% lightning Ignore resists +17% lightning defense ------ Resistance +16% lightning other ------- 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. |
Nexus of the Way (124% power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 124% Range: 1.0x-1.1x Uses 100% Wil, 50% Mag, 20% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Cun +3, Wil +6 offense ------ Mind Crit +9% Mindpower +18 (+3 eff.) Damage +20% mind Ignore resists +20% mind defense ------ Resistance +20% mind Confus Resist +30% Wayist: (Instant) Effective talent level: 2.5 Power cost 32 out of 60/60. Range 7 Cooldown: 34 Travel.spd instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 111 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
enhanced stralite steamsaw of shrapnel (140% power, 0 apr)3.0 Encumbrance T4 steamsaw 1H weapon [Ego++] Nature/Master/Steamtech Weapon Damage 140% Range: 1.0x-1.5x Uses 40% Wil, 50% Mag, 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +74 Uses 1.0 Steam While equipped: Stats Str +11, Dex +9, Mag +8 Wil +11, Cun +11, Con +11 offense ------ On shield block: * Cause enemies within radius 6 to bleed for 512 physical damage over 5 turns (1/turn) defense ------ Armor +5 Defense +8 (+1 eff.) Fatigue +10% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Thaloren-Tree Longbow4.0 Encumbrance T5 longbow 2H weapon [Unique] Nature Weapon Damage 66% Range: 1.0x-1.1x Uses 40% Wil, 50% Mag Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Attack Speed 118% Range +10 While equipped: Stats Dex +10, Wil +20 offense ------ Physical Crit +15.0% Mind Crit +15% Damage +30% nature, +30% physical Ignore resists +20% nature, +20% physical In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
enhanced dragonbone longbow of recursion4.0 Encumbrance T5 longbow 2H weapon [Ego++] Arcane/Nature Weapon Damage 66% Range: 1.0x-1.1x Uses 40% Wil, 50% Mag Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On Hit: 10% Shoot level 1 While equipped: Stats Str +18, Dex +20, Mag +20 Wil +20, Cun +8, Con +20 Longbows are used to shoot arrows at your foes. |
mighty dragonbone longbow of enduring4.0 Encumbrance T5 longbow 2H weapon [Ego+] Nature/Master Weapon Damage 66% Range: 1.0x-1.1x Uses 40% Wil, 50% Mag Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 While equipped: Stats Str +11, Wil +23, Con +23 offense ------ Physical Power +23 (+3 eff.) defense ------ Life +165.00 Longbows are used to shoot arrows at your foes. |
mighty dragonbone longbow of enduring4.0 Encumbrance T5 longbow 2H weapon [Ego+] Nature/Master Weapon Damage 66% Range: 1.0x-1.1x Uses 40% Wil, 50% Mag Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 While equipped: Stats Str +11, Wil +21, Con +23 offense ------ Physical Power +20 (+2 eff.) defense ------ Life +165.00 Longbows are used to shoot arrows at your foes. |
Voidripper4.0 Encumbrance T2 sling 1H weapon [Random Unique] Arcane/Nature Weapon Damage 66% Range: 1.0x-1.1x Uses 40% Wil, 50% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +8 lightning, +8 acid On-crit, radius 2 +8 lightning, +6 cold +8 darkness While equipped: Stats Str +5, Dex +5, Mag +3 Wil +5, Cun +5, Con +5 offense ------ Move Speed +21% Damage +9% lightning Ignore resists +9% lightning, +6% cold When Hit 4 acid defense ------ Resistance +6% acid Slings are used to hurl stones or metal shots at your foes. |
Nithan's Force4.0 Encumbrance T5 sling 1H weapon [Unique] Master Weapon Damage 66% Range: 1.0x-1.1x Uses 40% Wil, 50% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 111% Range +10 While equipped: Stats Str +10, Con +5 offense ------ Damage +35% physical Ignore resists +15% physical defense ------ Resistance +10% physical Pinning Resist +30% Knockbk Resist +30% Bull Shot: Effective talent level: 5.5 Power cost 9 out of 16/16. Range melee/personal Cooldown: 8 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 226% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Vorarira the drakeskin leather sling4.0 Encumbrance T5 sling 1H weapon [Random Unique] Master Weapon Damage 66% Range: 1.0x-1.1x Uses 40% Wil, 50% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +10 item acid corrode On-crit, radius 2 +4 temporal On Hit: * 10% chance to reduce armor by 54% While equipped: Stats Str +7, Dex +4, Wil +1 Cun +3 offense ------ Physical Crit +29.0% Physical Power +15 (+2 eff.) Accuracy +27 (+4 eff.) defense ------ Resistance +6% acid, +9% temporal other ------- Infravision +4 Slings are used to hurl stones or metal shots at your foes. |
enhanced drakeskin leather sling of true flight4.0 Encumbrance T5 sling 1H weapon [Ego++] Nature/Master Weapon Damage 66% Range: 1.0x-1.1x Uses 40% Wil, 50% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: Stats Str +13, Dex +13, Mag +13 Wil +10, Cun +13, Con +13 offense ------ Physical Crit +15.0% Accuracy +14 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
enhanced stralite steamgun of true flight4.0 Encumbrance T4 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Weapon Damage 66% Range: 1.0x-1.1x Uses 40% Wil, 50% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats Str +11, Dex +11, Mag +11 Wil +11, Cun +11, Con +11 offense ------ Physical Crit +13.0% Accuracy +13 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
enhanced voratun steamgun4.0 Encumbrance T5 steamgun 1H weapon [Ego+] Nature/Steamtech Weapon Damage 66% Range: 1.0x-1.1x Uses 40% Wil, 50% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats Str +12, Dex +7, Mag +8 Wil +6, Cun +13, Con +11 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
enhanced voratun steamgun of enduring4.0 Encumbrance T5 steamgun 1H weapon [Ego++] Nature/Steamtech Weapon Damage 66% Range: 1.0x-1.1x Uses 40% Wil, 50% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats Str +9, Dex +7, Mag +8 Wil +18, Cun +8, Con +16 defense ------ Life +79.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
enhanced voratun steamgun of lightning4.0 Encumbrance T5 steamgun 1H weapon [Ego+] Arcane/Nature/Steamtech Weapon Damage 66% Range: 1.0x-1.1x Uses 40% Wil, 50% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-ranged-hit +13 lightning Uses 2.0 Steam While equipped: Stats Str +6, Dex +8, Mag +5 Wil +6, Cun +3, Con +13 offense ------ Damage +20% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
gunslinger's voratun steamgun of enduring4.0 Encumbrance T5 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Weapon Damage 66% Range: 1.0x-1.1x Uses 40% Wil, 50% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats Con +7, Wil +13 offense ------ Steampower +11 (+2 eff.) Damage +17% physical defense ------ Life +67.00 other ------- Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Hornet Stingers (20/20, 117% power, 10 apr)3.0 Encumbrance T2 arrow ammo [Unique] Nature Weapon Damage 117% Range: 1.0x-1.4x Uses 40% Wil, 70% Dex, 50% Mag 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
Arkul's Siege Arrows (14/14, 180% power, 100 apr)3.0 Encumbrance T5 arrow ammo [Unique] Master Weapon Damage 180% Range: 1.0x-1.4x Uses 40% Wil, 50% Dex, 50% Mag 70% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +100 Critical Rate +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
The Titan's Quiver (18/18, 174% power, 20 apr)3.0 Encumbrance T5 arrow ammo [Unique] Master Weapon Damage 174% Range: 1.0x-1.4x Uses 40% Wil, 50% Dex, 50% Mag 70% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +8.0% Capacity 18 On Critical: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
Firekill the pouch of steel shots (19/19, 130% power, 7 apr)3.0 Encumbrance T2 shot ammo [Random Unique] Nature/Master Weapon Damage 131% Range: 1.0x-1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +8.5% Capacity 19 Projectile Speed +200% On-ranged-hit +10 cold, +8 nature +8 fire On-crit, radius 2 +6 cold, +20 mind, +4 fire Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of dwarven-steel shots of corruption (19/19, 142% power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego++] Arcane/Psionic Weapon Damage 143% Range: 1.0x-1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 19 On-ranged-hit +11 physical On Hit: 20% Curse of Defenselessness level 3 On Hit: * 20% chance to knock the target back 3 spaces and deal 449 physical damage Shots are used with slings to pummel your foes to death. |
Frozen Shards (25/25, 139% power, 15 apr)3.0 Encumbrance T4 shot ammo [Unique] Arcane Weapon Damage 139% Range: 1.0x-1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Damage Ice Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 25 On Hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
Bleakrain (21/21, 192% power, 18 apr)3.0 Encumbrance T5 shot ammo [Random Unique] Arcane/Master Weapon Damage 193% Range: 1.0x-1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +18 Critical Rate +34.0% Capacity 21 Projectile Speed +200% On-ranged-hit +12 blight, +8 temporal +24 darkness +10 item temporal energize On-Hit, radius 1 +20 darkness, +18 fire On-crit, radius 2 +4 temporal On Hit: * 10% chance to gain 10% of a turn (3/turn limit) On Critical: * Wound the target dealing 512 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Breniroddasta (22/22, 193% power, 6 apr)3.0 Encumbrance T5 shot ammo [Random Unique] Master/Psionic Weapon Damage 193% Range: 1.0x-1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +21.0% Capacity 22 On-ranged-hit +34 physical, +20 mind +20 item manaburn arcane On-crit, radius 2 +20 mind On Hit: * 20 arcane resource burn * 20% chance to knock the target back 3 spaces and deal 449 physical damage On Critical: * Wound the target dealing 512 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Elutta the pouch of voratun shots (21/21, 178% power, 6 apr)3.0 Encumbrance T5 shot ammo [Random Unique] Arcane/Master/Psionic Weapon Damage 179% Range: 1.0x-1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 21 On-ranged-hit +8 blight, +18 physical +16 arcane +20 item blight disease On-Hit, radius 1 +8 arcane On-crit, radius 2 +12 arcane, +12 blight On Hit: 20% Curse of Defenselessness level 5 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 43 * 20% chance to knock the target back 3 spaces and deal 449 physical damage Shots are used with slings to pummel your foes to death. |
Hettydugas the Cloudbraze (20/20, 190% power, 18 apr)3.0 Encumbrance T5 shot ammo [Random Unique] Master/Psionic Weapon Damage 190% Range: 1.0x-1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +18 Critical Rate +19.0% Capacity 20 Projectile Speed +200% On-ranged-hit +23 blight, +40 physical On-Hit, radius 1 +23 lightning On-crit, radius 2 +12 lightning On Hit: * 20% chance to knock the target back 3 spaces and deal 449 physical damage Shots are used with slings to pummel your foes to death. |
Unlightlore (23/23, 182% power, 6 apr)3.0 Encumbrance T5 shot ammo [Rare] Master Weapon Damage 183% Range: 1.0x-1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 23 On-ranged-hit +25 item nature slow +25 darkness, +25 nature +25 item darkness numbing On-Hit, radius 1 +12 darkness, +25 light On-crit, radius 2 +25 darkness, +25 nature On Hit: * 25% chance to slow global speed by 94% * 25% chance to reduce damage dealt by 49% Shots are used with slings to pummel your foes to death. |
barbed pouch of voratun shots of grasping (22/22, 177% power, 6 apr)3.0 Encumbrance T5 shot ammo [Ego++] Nature/Master Weapon Damage 178% Range: 1.0x-1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +22.0% Capacity 22 On Hit: * 20% chance to create vines that bind the target to the ground dealing 449 nature damage and pinning them for 3 turns On Critical: * Wound the target dealing 512 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of voratun shots of accuracy (22/22, 164% power, 6 apr)3.0 Encumbrance T5 shot ammo [Ego+] Master/Psionic Weapon Damage 165% Range: 1.0x-1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +15 Ignore Armor +6 Critical Rate +7.0% Capacity 22 On-ranged-hit +11 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 449 physical damage Shots are used with slings to pummel your foes to death. |
Shieldsmaiden (5 def, 20 armour, 150 block)7.0 Encumbrance T5 shield armor [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +20 Defense +5 (+1 eff.) Ranged Defense +12 (+2 eff.) Fatigue +10% Resistance +25% cold, +25% fire other ------- Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Temporal Rift (8 def, 4 armour, 325 block)7.0 Encumbrance T5 shield armor [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Spellpower +12 (+2 eff.) defense ------ Armor +4 Defense +8 (+1 eff.) Ranged Defense +10 (+1 eff.) Resistance +30% temporal Damage Reduction +20 all Spell save +20 (+4 eff.) Slow Projectiles +50% other ------- Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
The Black Wall (12 def, 9 armour, 200 block)7.0 Encumbrance T5 shield armor [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ When Hit 10 darkness defense ------ Armor +9 Defense +12 (+2 eff.) Ranged Defense +15 (+2 eff.) Fatigue +28% other ------- Talents +1 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield Shadow Power +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
Bindings of Eternal Night (12 def, 12 armour)6.0 Encumbrance T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats Wil +5, Mag +5 offense ------ Damage +15% cold, +15% arcane +20% darkness When Hit 10 darkness defense ------ Armor +12 Defense +12 (+2 eff.) Resistance +30% blight, -10% fire +30% darkness, -10% light Life Regen +1.00 Poison Resist +100% Disease Resist +100% other ------- 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. |
Mankini (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] While equipped: defense ------ Resistance +0% acid, +7% all Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
stormwoven Rags of the Sanctuary of life (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Nature While equipped: Stats Str +5, Mag +5, Wil +5 offense ------ Damage +7% lightning, +8% physical +8% cold defense ------ Resistance +6% lightning, +6% cold +6% blight, +7% all Life +43.00 Life Regen +1.90 Healmod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Firewalker (15 def, 2 armour)2.0 Encumbrance T3 cloth armor [Unique] Arcane While equipped: Stats Cun +6, Mag +10 offense ------ Spellpower +12 (+2 eff.) Damage +20% fire Ignore resists +20% fire When Hit 18 fire defense ------ Armor +2 Defense +15 (+2 eff.) Resistance +50% fire, -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Robe of the Archmage (10 def, 10 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats Mag +6, Wil +6, Cun +6 offense ------ Spellpower +15 (+2 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+1 eff.) Resistance +10% lightning, +10% cold +10% fire, +10% arcane +13% all Spell save +20 (+4 eff.) Mind save +15 (+2 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats Mag +5, Wil +3 offense ------ Spellpower +23 (+4 eff.) Damage +20% temporal +20% physical Ignore resists +20% temporal +20% physical When Hit 20 physical, 10 temporal defense ------ Armor +3 Defense +9 (+1 eff.) Resistance +10% temporal +10% physical, +13% all Temporal Reprieve: Effective talent level: 2.5 Power cost 27 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Crimson Robe (12 def, 0 armour)2.0 Encumbrance T5 cloth armor [Unique] Psionic While equipped: Stats Cun +10, Wil +10 offense ------ Mind Crit +9% Mindpower +20 (+3 eff.) On-Hit 35 mind, 10% gloom effects Ignore resists +20% all When Hit 35 mind, 10% gloom effects defense ------ Defense +12 (+2 eff.) Resistance +0% acid, +15% all other ------- Psi/turn +0.20 Hate-on-crit +4.00 Psi-on-crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Agony level 2 On Mind Hit: 8% Hateful Whisper level 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. This object's appearance was changed to Life Support Suit. |
Rogue Plight (6 def, 7 armour)9.0 Encumbrance T3 light armor [Unique] Master While equipped: Stats Wil +5, Con +4 defense ------ Armor +7 Defense +6 (+1 eff.) Fatigue +7% Resistance +35% nature Crit Resistance 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
reinforced leather armour of thunder (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego+] Arcane While equipped: Stats Str +8, Mag +9, Wil +9 offense ------ Physical Crit +9.0% Spell Crit +9% Mind Crit +8% Physical Power +20 (+2 eff.) Spellpower +22 (+4 eff.) Mindpower +22 (+3 eff.) defense ------ Armor +7 Defense +12 (+2 eff.) Fatigue +8% Resistance +18% lightning A suit of armour made of leather. |
Arille (25 def, 21 armour)9.0 Encumbrance T5 light armor [Random Unique] Arcane/Master While equipped: Stats Str +7, Dex +7, Mag +5 Wil +7, Cun +7 offense ------ Physical Crit +6.0% Spell Crit +9% Mind Crit +7% Critical power +5.00% Physical Power +31 (+3 eff.) Spellpower +20 (+3 eff.) Mindpower +20 (+3 eff.) On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +21 Defense +25 (+3 eff.) Fatigue +8% Resistance +24% acid, +17% lightning Physical save +9 (+1 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A suit of armour made of leather. |
Death's Embrace (18 def, 18 armour)9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats Dex +5, Mag +5, Cun +5 offense ------ Critical power +20.00% Spellpower +10 (+2 eff.) Damage +20% darkness, +20% cold When Hit 15 darkness, 15 cold defense ------ Armor +18 Hardiness +15% Defense +18 (+2 eff.) Resistance +30% temporal +30% darkness, +30% cold Stealth +10 other ------- Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 65, based on Cunning and Magic) for 10 turns. Uses 27 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
drakeskin leather armour of the deep (20 def, 13 armour)9.0 Encumbrance T5 light armor [Ego+] Nature While equipped: Stats Str +5, Dex +5, Mag +5 Wil +5, Cun +5, Con +5 defense ------ Armor +13 Defense +20 (+3 eff.) Fatigue +8% Resistance +13% acid, +15% cold other ------- Breathe water A suit of armour made of leather. |
enlightening iron mail armour of the deep (2 def, 6 armour)14.0 Encumbrance T1 heavy armor [Ego++] Nature/Psionic While equipped: Stats Cun +5, Wil +5 defense ------ Armor +6 Defense +2 (+0 eff.) Fatigue +12% Resistance +7% acid, +7% cold Mind save +13 (+2 eff.) other ------- Breathe water A suit of armour made of mail. |
fortifying dwarven-steel mail armour of thunder (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego++] Arcane/Master While equipped: Stats Str +13, Mag +8, Wil +8 Con +5 offense ------ Physical Crit +8.0% Spell Crit +8% Mind Crit +7% Physical Power +19 (+2 eff.) Spellpower +18 (+3 eff.) Mindpower +18 (+3 eff.) defense ------ Armor +8 Defense +3 (+0 eff.) Fatigue +12% Resistance +16% lightning Life +65.00 A suit of armour made of mail. |
radiant dwarven-steel mail armour of the deep (3 def, 9 armour)14.0 Encumbrance T3 heavy armor [Ego++] Nature While equipped: Stats Wil +2 defense ------ Armor +9 Defense +3 (+0 eff.) Fatigue +12% Resistance +9% acid, +5% cold +18% darkness, +15% blight other ------- Light +1 Breathe water A suit of armour made of mail. |
enlightening stralite mail armour of delving (4 def, 8 armour)14.0 Encumbrance T4 heavy armor [Ego++] Master/Psionic While equipped: Stats Str +9, Wil +7, Cun +7 defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Resistance +18% darkness +13% physical Mind save +20 (+3 eff.) other ------- Light +2 Track: Puts all charms on 16 turn cooldown Effective talent level: 5.2 Power cost 16 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 45 for 8 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Chromatic Harness (10 def, 14 armour)14.0 Encumbrance T5 heavy armor [Unique] Nature While equipped: Stats Str +6, Wil +6, Cun +4 Lck +10 defense ------ Armor +14 Defense +10 (+1 eff.) Fatigue +16% Resistance +20% lightning +20% physical, +20% cold +20% fire, +20% acid Blind Resist +50% Stun Resist +25% Knockbk Resist +50% other ------- Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Phoenixreaper the voratun mail armour (5 def, 20 armour)14.0 Encumbrance T5 heavy armor [Random Unique] Master/Psionic While equipped: Stats Str +10, Wil +9, Cun +9 offense ------ Damage +3% arcane, +12% fire Ignore resists +10% fire When Hit 14 arcane, 6 fire defense ------ Armor +20 Defense +5 (+1 eff.) Fatigue +4% Resistance +15% physical +18% darkness, +24% fire Physical save +15 (+2 eff.) Mind save +22 (+3 eff.) other ------- Light +2 Track: Puts all charms on 16 turn cooldown Effective talent level: 5.2 Power cost 16 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 45 for 8 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Quenchmoon the voratun mail armour (5 def, 10 armour)14.0 Encumbrance T5 heavy armor [Rare] Master While equipped: Stats Str +7, Dex +2, Cun +6 Con +7 offense ------ Ignore resists +15% mind When Hit 14 cold On-Hit (Melee): * 27% chance to reduce armor by 54% * 27% chance to reduce all saves and defense by 62 defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +30% lightning Crit Resistance 20.29% other ------- Light +4 Infravision +4 A suit of armour made of mail. |
Scale Mail of Kroltar (10 def, 18 armour)14.0 Encumbrance T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats Str +5, Dex +3, Con +4 defense ------ Armor +18 Defense +10 (+1 eff.) Fatigue +16% Resistance +20% acid, +20% blight +20% fire, +20% nature +20% lightning Life +120.00 Devouring Flame: Effective talent level: 4.5 Power cost 27 out of 80/80. Range 10 Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 179.13 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
fortifying voratun mail armour of thunder (5 def, 10 armour)14.0 Encumbrance T5 heavy armor [Ego++] Arcane/Master While equipped: Stats Str +16, Mag +10, Wil +10 Con +7 offense ------ Physical Crit +8.0% Spell Crit +10% Mind Crit +10% Physical Power +25 (+3 eff.) Spellpower +25 (+4 eff.) Mindpower +25 (+3 eff.) defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +20% lightning Life +100.00 A suit of armour made of mail. |
fortifying voratun mail armour of thunder (5 def, 10 armour)14.0 Encumbrance T5 heavy armor [Ego++] Arcane/Master While equipped: Stats Str +17, Mag +10, Wil +9 Con +7 offense ------ Physical Crit +10.0% Spell Crit +10% Mind Crit +10% Physical Power +23 (+3 eff.) Spellpower +25 (+4 eff.) Mindpower +25 (+3 eff.) defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +20% lightning Life +100.00 A suit of armour made of mail. |
impenetrable voratun mail armour of the deep (5 def, 29 armour)14.0 Encumbrance T5 heavy armor [Ego+] Nature/Master While equipped: defense ------ Armor +29 Defense +5 (+1 eff.) Fatigue +12% Resistance +9% acid, +9% cold other ------- Breathe water A suit of armour made of mail. |
voratun mail armour of thunder (5 def, 10 armour)14.0 Encumbrance T5 heavy armor [Ego+] Arcane While equipped: Stats Str +10, Mag +10, Wil +10 offense ------ Physical Crit +10.0% Spell Crit +9% Mind Crit +10% Physical Power +23 (+3 eff.) Spellpower +25 (+4 eff.) Mindpower +25 (+3 eff.) defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +20% lightning A suit of armour made of mail. |
Revenant (8 def, 20 armour)17.0 Encumbrance T3 massive armor [Unique] Arcane/Master While equipped: Stats Mag +5, Con +5 defense ------ Armor +20 Defense +8 (+1 eff.) Fatigue +12% Physical save +12 (+2 eff.) Spell save +12 (+2 eff.) Mind save +12 (+2 eff.) Silence Resist +20% Confus Resist +20% Pinning Resist +20% Stun Resist +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Monolith Armour (40 def, 50 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training Con 150 [Unique] Arcane While equipped: Stats Str +15, Mag +25 offense ------ Spellpower +25 (+4 eff.) defense ------ Armor +50 Defense +40 (+5 eff.) Fatigue +70% Resistance +10% all Physical save +35 (+5 eff.) Spell save +35 (+6 eff.) Life +270.00 Life Regen +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
Plate of the Blackened Mind (15 def, 40 armour)17.0 Encumbrance T5 massive armor [Unique] Psionic While equipped: Stats Wil +6, Cun +4, Con +3 offense ------ Mindpower +10 (+2 eff.) When Hit: * 20% chance to cause random gloom defense ------ Armor +40 Defense +15 (+2 eff.) Fatigue +17% Resistance +15% acid, +15% light +20% blight, +25% mind +20% darkness Physical save +15 (+2 eff.) Mind save +25 (+4 eff.) Confus Resist +100% Fear Resist +100% other ------- Light -2 Infravision +4 Masteries +0.20 Cursed/Gloom Dominate: Effective talent level: 3.5 Power cost 8 out of 25/25. Range 2 Cooldown: 8 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 5 turns and vulnerable to attacks. They will lose 30 Armour, 43 Defense and your attacks will gain 53% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
hardened voratun plate armour of thunder (0 def, 26 armour)17.0 Encumbrance T5 massive armor [Ego++] Arcane/Master While equipped: Stats Str +10, Mag +9, Wil +9 offense ------ Physical Crit +8.0% Spell Crit +8% Mind Crit +10% Physical Power +25 (+3 eff.) Spellpower +25 (+4 eff.) Mindpower +23 (+3 eff.) defense ------ Armor +26 Fatigue +22% Resistance +32% lightning +12% physical, +13% fire +12% cold, +11% acid A suit of armour made of metal plates. |
voratun plate armour 'Shinerain' (0 def, 28 armour)17.0 Encumbrance T5 massive armor [Rare] Psionic While equipped: Stats Dex +14, Wil +9, Cun +9 Con +7 offense ------ Critical power +34.00% Physical Power +50 (+6 eff.) Damage +18% light, +21% darkness Accuracy +30 (+5 eff.) Ignore Armor +9 On-Hit (Melee): * 34% chance to slow global speed by 94% defense ------ Armor +28 Fatigue +22% Mind save +25 (+4 eff.) other ------- Stamina/turn +5.10 Light +5 A suit of armour made of metal plates. |
Chamadig the Heatstoker1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats Wil +2 offense ------ Damage +3% arcane, +3% mind Ignore resists +10% fire defense ------ Defense +10 (+1 eff.) Mind save +12 (+2 eff.) Stealth +6 A belt that goes around your waist. |
Smearwell1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats Dex +4, Cun +3, Lck +6 offense ------ Critical power +20.00% On-Hit (Melee): * 20% chance to slow global speed by 94% defense ------ Resistance +6% nature Stealth +6 other ------- Disarm Traps +10 Psi when Hit +0.04 Hate-on-crit +1.00 Infravision +4 A belt that goes around your waist. |
rough leather belt of burglary1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats Dex +4, Cun +4, Lck +6 defense ------ Stealth +7 other ------- Disarm Traps +10 Infravision +4 A belt that goes around your waist. |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats Wil +3 defense ------ Resistance +20% blight, +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
Rope Belt of the Thaloren1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats Cun +7, Wil +8 offense ------ Mind Crit +15% Mindpower +15 (+2 eff.) other ------- 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. |
Jaw of Rogroth1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +5 (+1 eff.) other ------- Vim/kill +4.00 Max souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 13 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
balancing hardened leather belt of magery1.0 Encumbrance T3 belt armor [Ego++] Arcane/Master While equipped: Stats Dex +5, Mag +6, Wil +6 Cun +5 offense ------ Physical Crit +7.0% Spell Crit +5% Mind Crit +8% A belt that goes around your waist. |
balancing hardened leather belt of magery1.0 Encumbrance T3 belt armor [Ego++] Arcane/Master While equipped: Stats Dex +4, Mag +5, Wil +6 Cun +4 offense ------ Physical Crit +7.0% Spell Crit +4% Mind Crit +8% A belt that goes around your waist. |
hardened leather belt of unlife1.0 Encumbrance T3 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +7% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
reinforced hardened leather belt of dampening1.0 Encumbrance T3 belt armor [Ego++] Nature/Master While equipped: defense ------ Armor +9 Defense +8 (+1 eff.) Resistance +7% acid, +7% fire +7% lightning, +7% cold Physical save +15 (+2 eff.) A belt that goes around your waist. |
Emblem of Evasion1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats Dex +12, Cun +10, Lck +8 defense ------ Ranged Defense +20 (+3 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 5.5 Power cost 16 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 43% chance to evade melee and ranged attacks and 94 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. |
Girdle of Preservation1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats Con +5, Wil +5 defense ------ Resistance +15% lightning +15% temporal, +15% light +15% fire, +15% nature +15% acid, +10% physical +15% blight, +15% cold +10% arcane, +15% darkness Physical save +15 (+2 eff.) Spell save +15 (+3 eff.) Mind save +15 (+2 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Glarin the Scorpionvault1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: Stats Str +5, Wil +7, Cun +7 Con +6 offense ------ Physical Power +15 (+2 eff.) Damage +9% lightning, +6% arcane +18% nature Ignore resists +10% nature, +20% lightning Against +45% Summoned When Hit 6 nature defense ------ Resistance +15% nature Resist Against +36% Summoned Physical save +15 (+2 eff.) Life Regen +2.80 Healmod +30% other ------- Size +1 A belt that goes around your waist. |
insulating drakeskin leather belt of burglary1.0 Encumbrance T5 belt armor [Ego+] Master While equipped: Stats Dex +6, Cun +6, Lck +10 defense ------ Resistance +11% fire, +15% cold Stealth +15 other ------- Disarm Traps +22 Infravision +6 A belt that goes around your waist. |
skylord's drakeskin leather belt of the giants1.0 Encumbrance T5 belt armor [Ego+] Nature/Master While equipped: Stats Str +5, Dex +6, Wil +7 Cun +7 offense ------ Physical Power +12 (+1 eff.) defense ------ Physical save +20 (+3 eff.) Spell save +32 (+6 eff.) Mind save +16 (+2 eff.) other ------- Size +1 A belt that goes around your waist. |
Ulforegobar the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Str +1, Mag +3, Con +1 defense ------ Defense +1 (+0 eff.) Crit Resistance 5.00% other ------- Infravision +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Destala's Scales (10 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats Cun +6 offense ------ Mindpower +6 (+1 eff.) Damage +15% acid Ignore resists +10% acid defense ------ Defense +10 (+1 eff.) other ------- Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray level 2 Dissolve: Effective talent level: 3.5 Power cost 11 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 52% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Serpentine Cloak (20 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats Dex +4, Wil +4, Cun +4 offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+3 eff.) Poison Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike level 1 Cunning and malice seem to emanate from this cloak. |
Wind's Whisper (4 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: Stats Dex +3 defense ------ Defense +4 (+1 eff.) Deflect Projectile +25% Slow Projectiles +20% Silence Resist +30% Evasion: (Instant) Effective talent level: 3.5 Power cost 27 out of 50/50. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 42% chance to evade melee and ranged attacks and 67 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
Xaniba (8 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Master While equipped: Stats Str +2, Dex +2, Cun +2 Con +3 offense ------ Damage +12% arcane Ignore resists +10% temporal defense ------ Defense +8 (+1 eff.) Resistance +6% temporal Physical save +8 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Frozennail' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats Str +3, Dex +6, Cun +7 Con +5 offense ------ Ignore resists +25% cold defense ------ Defense +2 (+0 eff.) other ------- Light +3 See Invisibility +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of mindcraft (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Psionic While equipped: Stats Mag +4, Wil +8, Cun +3 offense ------ Mind Crit +6% defense ------ Defense +2 (+0 eff.) Spell save +9 (+2 eff.) other ------- Max mana +61.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of sorcery (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane While equipped: Stats Mag +7, Wil +6 offense ------ Spell Crit +6% defense ------ Defense +2 (+0 eff.) Spell save +11 (+2 eff.) other ------- Max mana +58.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Balentir the Flashmaster (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats Str +4, Mag +6, Wil +5 Con +4 offense ------ Damage +9% lightning, +12% arcane Ignore resists +20% darkness When Hit 8 darkness defense ------ Defense +3 (+0 eff.) Resistance +24% lightning +29% temporal +30% darkness, +8% arcane Spell save +13 (+2 eff.) Out-of-Phase Defense +30 Out-of-Phase Resistance +15% Out-of-Phase Resilience +30% other ------- Max mana +74.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Heatpulverizer the elven-silk cloak (3 def, 12 armour)2.0 Encumbrance T5 cloak armor [Rare] Nature While equipped: Stats Cun +11, Dex +10 offense ------ Damage +36% fire On-Hit (Melee): * 32% chance to reduce armor by 54% defense ------ Armor +12 Defense +3 (+0 eff.) Resistance +32% blight, +18% mind +27% lightning Life +60.00 Life Regen +6.37 Stun Resist +32% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hehek the elven-silk cloak (18 def, 0 armour)2.0 Encumbrance T5 cloak armor [Rare] Master While equipped: Stats Cun +4, Dex +3 offense ------ Mind Crit +7% Critical power +24.82% defense ------ Defense +18 (+2 eff.) Resistance +18% blight Spell save +18 (+3 eff.) Unlife -99.28 life Life +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Threads of Fate (10 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats Mag +6, Wil +6, Lck +10 offense ------ Spellpower +8 (+1 eff.) Damage +10% temporal defense ------ Defense +10 (+1 eff.) Resistance +20% temporal Max Resistance +10% temporal Physical save +20 (+3 eff.) Spell save +20 (+4 eff.) Mind save +20 (+3 eff.) Confus Resist +40% other ------- Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Effective talent level: 2.5 Power cost 27 out of 50/50. Range melee/personal Cooldown: 35 Travel.spd instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 4 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
Unrodar (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Rare] Master While equipped: Stats Str +13, Dex +6, Wil +7 Con +10 offense ------ Damage +12% arcane, +18% mind Ignore resists +20% arcane defense ------ Defense +3 (+0 eff.) Spell save +15 (+3 eff.) other ------- Stamina/turn +1.30 Psi when Hit +0.16 Infravision +4 See Invisibility +21 Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ureslak's Molted Scales (0 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: defense ------ Resistance +20% lightning +20% darkness, +20% fire +20% cold, +20% nature -30% arcane Max Resistance +10% lightning +10% darkness, +10% fire +10% cold, +10% nature -30% arcane Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 27 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
battlemaster's elven-silk cloak of Eldoral (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego+] Master While equipped: Stats Str +6, Dex +9, Cun +4 Con +5 defense ------ Defense +3 (+0 eff.) Spell save +15 (+3 eff.) other ------- Stamina/turn +1.50 Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
battlemaster's elven-silk cloak of Eldoral (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego+] Master While equipped: Stats Str +6, Dex +10, Cun +4 Con +5 defense ------ Defense +3 (+0 eff.) Spell save +15 (+3 eff.) other ------- Stamina/turn +1.50 Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Quenchwill' (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Rare] Master While equipped: Stats Str +4, Mag +12, Cun +5 Con +9 offense ------ Damage +9% mind defense ------ Defense +3 (+0 eff.) Resistance +18% mind, +9% cold other ------- Hate-on-crit +4.00 See Invisibility +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled elven-silk cloak of Eldoral (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego+] Arcane/Master While equipped: Stats Dex +4, Mag +6, Wil +6 Cun +4 defense ------ Defense +3 (+0 eff.) Spell save +13 (+2 eff.) other ------- Max mana +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emeleta (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats Cun +4, Wil +3 defense ------ Armor +1 Resistance +5% arcane, +3% nature Physical save +6 (+1 eff.) Spell save +5 (+1 eff.) Mind save +9 (+1 eff.) Silence Resist +20% other ------- See Invisibility +3 A pair of boots made of leather. |
Unruntir the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Dex +3, Wil +1, Lck +6 offense ------ Ignore resists +5% blight, +5% acid defense ------ Armor +1 Resistance +6% acid Stealth +6 other ------- Mana/turn +0.08 Max mana +100.00 A pair of boots made of leather. |
pair of rough leather boots 'Velyvena' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Str +4, Dex +2, Con +3 defense ------ Armor +1 Fatigue -4% Physical save +6 (+1 eff.) other ------- Encumbrance +24 A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats Cun +3 defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 27 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Radiancecrypt the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats Str +8, Wil +5, Cun +5 offense ------ Accuracy +20 (+3 eff.) When Hit 8 light defense ------ Armor +3 Resistance +21% blight, +15% lightning Physical save +11 (+1 eff.) Spell save +11 (+2 eff.) Mind save +10 (+1 eff.) other ------- Max stamina +34.07 A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour)0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats Dex +3 offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 4.5 Power cost 11 out of 20/20. Range 9 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 9 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of drakeskin leather boots 'Toralegrim' (0 def, 17 armour)2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats Str +5, Dex +8, Con +3 Lck +15 offense ------ Physical Power +5 (+1 eff.) Ignore resists +14% darkness +13% temporal Ignore Armor +5 defense ------ Armor +17 Resistance +27% temporal +26% darkness +1% physical Stealth +15 Out-of-Phase Defense +26 Out-of-Phase Resistance +15% Out-of-Phase Resilience +20% Rush: Puts all charms on 14 turn cooldown Effective talent level: 3.5 Power cost 14 out of 25/25. Range 8 Cooldown: 23 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of drakeskin leather boots 'Zusagar' (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Rare] Nature While equipped: Stats Dex +6, Mag +8, Cun +9 Con +7 offense ------ Mind Crit +8% Critical power +25.00% Damage +18% arcane defense ------ Armor +5 Resistance +15% lightning +12% temporal, +9% arcane Life Regen +6.85 Cut Resist +34% A pair of boots made of leather. |
wanderer's pair of drakeskin leather boots of spellbinding (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego++] Arcane/Master While equipped: Stats Mag +5, Cun +4, Con +6 defense ------ Armor +5 Physical save +25 (+4 eff.) Mind save +25 (+4 eff.) other ------- Spell cooldown 10% A pair of boots made of leather. |
Modusin the pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Random Unique] Nature/Master While equipped: Stats Cun +6, Dex +6 offense ------ Ignore resists +25% arcane When Hit 2 arcane defense ------ Armor +4 Fatigue +3% Resistance +5% arcane Life Regen +4.00 Healmod +11% Disengage: Puts all charms on 8 turn cooldown Effective talent level: 2.5 Power cost 8 out of 15/15. 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 157% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (2 def, 12 armour)3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+1 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+0 eff.) Fatigue +8% Spell save +10 (+2 eff.) Mind save +10 (+1 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 17 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
blightbringer's pair of voratun boots of massiveness (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego++] Arcane/Master While equipped: Stats Str +10, Mag +10, Con +10 offense ------ Spellpower +8 (+1 eff.) Damage +9% acid, +10% physical +9% blight defense ------ Armor +5 Fatigue +4% Disease Resist +50% 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. |
dreamer's pair of voratun boots of strife (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego++] Psionic While equipped: Stats Wil +12, Cun +6, Con +5 offense ------ Mindpower +9 (+1 eff.) Ignore resists +10% physical defense ------ Armor +5 Fatigue +4% Physical save +15 (+2 eff.) Spell save +15 (+3 eff.) Mind save +13 (+2 eff.) Blindside: Puts all charms on 14 turn cooldown Effective talent level: 4.5 Power cost 14 out of 25/25. Range 6 Cooldown: 9 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 75 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats Cun +2, Wil +3 offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Unarmed combat: Weapon Damage 89% Range: 1.0x-1.1x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 100% On-hit +10 fire Damage Conversion 100% fire On Hit: 30% Flamespit level 3 Flamespit: Effective talent level: 4.5 Power cost 5 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 375.10 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
brawler's hardened leather gloves of magic (+2) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Arcane/Master While equipped: Stats Str +2, Dex +4, Mag +4 Cun +4 offense ------ Damage +6% arcane defense ------ Armor +2 Physical save +8 (+1 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 113% Range: 1.0x-1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +3 Critical Rate +10.0% Attack Speed 100% On-hit +9 arcane On-crit, radius 2 +5 arcane On Hit: 10% Set Up level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Fist of the Destroyer (8 def, 0 armour)1.0 Encumbrance T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats Str +9, Mag +9, Cun +3 defense ------ Defense +8 (+1 eff.) Stun Resist +20% other ------- Max vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Unarmed combat: Weapon Damage 145% Range: 1.0x-1.4x Uses 70% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On Hit: 10% Blood Grasp level 3 On Hit: 12% Soul Rot level 3 On Hit: 8% Drain level 2 Increases all damage by 4% of current vim Current Bonus: 11% Darkfire: Effective talent level: 6.5 Power cost 7 out of 12/12. Range 9 Cooldown: 6 Travel.spd 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 331.54 fire damage and 329.81 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Khelagadin (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats Str +4, Wil +12, Cun +3 Con +6 offense ------ On-Hit 11 blight Damage +7% blight defense ------ Armor +2 Fatigue +3% Resistance +8% blight other ------- Infravision +3 See Invisibility +6 Unarmed combat: Weapon Damage 121% Range: 1.0x-1.4x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +10 blight On Hit: 20% Soul Rot level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Vorabrenor the dwarven-steel gauntlets (0 def, 6 armour)1.5 Encumbrance T2 hands armor [Random Unique] Master/Psionic While equipped: Stats Str +1, Dex +3, Cun +2 offense ------ Accuracy +23 (+3 eff.) When Hit 4 arcane defense ------ Armor +6 Fatigue +3% Crit Resistance 15.00% Physical save +7 (+1 eff.) Mind save +17 (+3 eff.) Life +45.00 Disarm Resist +23% Unarmed combat: Weapon Damage 130% Range: 1.0x-1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +15 Ignore Armor +9 Critical Rate +14.0% Attack Speed 83% On Hit: 10% Battle Shout level 3 On Hit: 10% Perfect Control level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Poramira (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Rare] Master While equipped: Stats Str +9, Dex +10, Mag +4 offense ------ Spell Crit +11% Ignore resists +33% blight Accuracy +23 (+3 eff.) defense ------ Armor +3 Fatigue +5% other ------- Max mana +80.00 Infravision +4 Unarmed combat: Weapon Damage 137% Range: 1.0x-1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +13 Ignore Armor +15 Critical Rate +22.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Dakhtun's Gauntlets (0 def, 6 armour)1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats Str +6, Mag +6 offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Unarmed combat: Weapon Damage 145% Range: 1.0x-1.4x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% On-hit +20 arcane On Hit: 10% Displacement Shield level 3 On Hit: 15% Wave of Power level 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Will of Ul'Gruth (0 def, 15 armour)1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats Str +5, Mag +5 offense ------ Damage +15% all Ignore resists +10% all defense ------ Armor +15 other ------- Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Unarmed combat: Weapon Damage 147% Range: 1.0x-1.4x Uses 60% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +7.0% Attack Speed 83% On Hit: 20% Obliterating Smash level 3 Your Obliterating Smash can destroy walls. Obliterating Smash: Effective talent level: 4.5 Power cost 14 out of 25/25. Range 6 Cooldown: 13 Travel.spd instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 6 semicircle, dealing 171% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 20. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Bethorin the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats Mag +1, Wil +2, Cun +2 offense ------ Mindpower +4 (+1 eff.) On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 43 defense ------ Armor +1 Fatigue +1% other ------- Max vim +20.00 A cap made of leather. |
Cuthindur the hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats Str +9, Dex +6, Wil +4 defense ------ Armor +3 Fatigue +3% Resistance +18% acid, +6% fire +6% blight, +5% cold +5% arcane, +11% lightning Mind save +8 (+1 eff.) other ------- Light +1 Skullcracker: Puts all charms on 11 turn cooldown Effective talent level: 4.5 Power cost 11 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1929.8 Physical damage. If the attack hits, the target is confused (48% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Eye of the Forest (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats Cun +6, Wil +8 offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+1 eff.) Mind save +12 (+2 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 3.5 Power cost 19 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Crown of Eternal Night (0 def, 3 armour)2.0 Encumbrance T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: defense ------ Armor +3 Fatigue +3% Damage Reduction +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Infused Cerebrum (8 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Unknown While equipped: Stats Mag +10, Wil +12, Cun +10 offense ------ Spellpower +12 (+2 eff.) Mindpower +12 (+2 eff.) defense ------ Defense +8 (+1 eff.) Fear Resist -60% Assault the mind of a foe to utterly dominate it. Uses 53 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
Crown of the Elements (0 def, 10 armour)2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats Mag +10, Wil +10 offense ------ Spellpower +15 (+2 eff.) Mindpower +15 (+2 eff.) On-Hit 10 acid, 10 fire 10 lightning, 10 cold Damage +25% acid, +25% fire +25% cold, +25% lightning defense ------ Armor +10 Fatigue +5% Resistance +25% acid, +25% fire +25% cold, +25% lightning This jeweled crown shimmers with colors. |
Kilnresolve (0 def, 5 armour)2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats Str +6, Mag +14, Cun +12 Con +6 offense ------ Critical power +25.00% Spellpower +25 (+4 eff.) Mindpower +25 (+3 eff.) Damage +18% blight, +15% fire defense ------ Armor +5 Fatigue +5% Resistance +24% blight Physical save +11 (+1 eff.) Mind save +15 (+2 eff.) other ------- Psi when Hit +0.20 Mana-on-crit +3.38 Max mana +168.82 Battle Cry: Puts all charms on 15 turn cooldown Effective talent level: 3.5 Power cost 15 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Oliromikan the Spark's kiss (0 def, 5 armour)2.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats Str +13, Con +12 defense ------ Armor +5 Fatigue +5% Resistance +9% blight, +9% fire +15% cold, +3% lightning Physical save +11 (+1 eff.) Spell save +6 (+1 eff.) Mind save +12 (+2 eff.) Battle Cry: Puts all charms on 15 turn cooldown Effective talent level: 3.5 Power cost 15 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Omniscience (7 def, 0 armour)1.0 Encumbrance T5 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +9% Mindpower +20 (+3 eff.) Ignore resists +10% mind defense ------ Defense +7 (+1 eff.) Resistance +15% mind Max Resistance +10% mind Mind save +25 (+4 eff.) Confus Resist +40% other ------- Psi-on-crit +6.00 Max psi +50.00 Infravision +5 Reveal the surrounding area (range 20). Uses 16 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
warlord's drakeskin leather cap of trickery (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego++] Nature/Master While equipped: Stats Str +6, Dex +5, Wil +7 Cun +5 offense ------ Physical Power +11 (+1 eff.) Ignore Armor +8 defense ------ Armor +5 Fatigue +5% Resistance +15% physical Physical save +15 (+2 eff.) A cap made of leather. |
werebeast's drakeskin leather cap of ire (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego++] Nature/Master While equipped: Stats Str +12, Dex +9, Cun +9 Con +15 defense ------ Armor +5 Fatigue +5% Physical save +13 (+2 eff.) Mind save +10 (+1 eff.) Battle Cry: Puts all charms on 15 turn cooldown Effective talent level: 3.5 Power cost 15 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
werebeast's drakeskin leather cap of trickery (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego++] Nature/Master While equipped: Stats Str +9, Dex +12, Cun +14 Con +8 offense ------ Ignore Armor +8 defense ------ Armor +5 Fatigue +5% A cap made of leather. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats Wil +3, Mag +4 offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats Str +5, Wil +4, Cun +0 Con +5 offense ------ On-Hit 0 % chance to summon an orc spirit Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+2 eff.) Spell save +12 (+2 eff.) Mind save +12 (+2 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Crown of Command (3 def, 6 armour)3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats Con +3, Wil +10 offense ------ Mindpower +5 (+1 eff.) defense ------ Armor +6 Defense +3 (+0 eff.) Fatigue +4% Resistance +8% physical other ------- Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Effective talent level: 2.5 Power cost 32 out of 60/60. Range melee/personal Cooldown: 34 Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Decayed Visage (0 def, 0 armour)1.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats Mag +5, Wil +8, Cun +3 offense ------ Spell Crit +2% Mindpower +5 (+1 eff.) Damage +8% blight, +9% arcane +3% lightning Ignore resists +20% nature When Hit 4 blight 10 vim draining blight On-Hit (Melee): * 10% chance to slow global speed by 94% defense ------ Resistance +6% nature other ------- Max vim +25.00 Vimsense: Effective talent level: 3.5 Power cost 14 out of 45/45. Range melee/personal Cooldown: 11 Travel.spd instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 33% and all saves by 57, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Corrupted Gaze (4 def, 8 armour)3.0 Encumbrance T4 head armor [Unique] Arcane While equipped: Stats Mag +8, Wil +4, Cun +8 offense ------ Damage +20% blight Ignore resists +10% blight Accuracy +10 (+1 eff.) defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +6% Resistance +20% blight Disease Resist +50% other ------- See Stealth +12 See Invisibility +12 Masteries +0.30 Corruption/Vim On Spell Hit: 10% Vimsense level 3 This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
Yaldan Baoth (0 def, 10 armour)3.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats Str +10, Cun +0, Con +10 offense ------ Damage +15% light defense ------ Armor +10 Fatigue +4% Resistance +15% light, +25% darkness Max Resistance +10% darkness Resist unseen 33% other ------- Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 21 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
Bolthack the voratun helm (0 def, 5 armour)3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats Dex +5, Cun +5, Con +4 Lck +16 offense ------ Physical Crit +7.0% Spell Crit +8% Mind Crit +8% Critical power +10.00% Physical Power +15 (+2 eff.) Damage +12% lightning Ignore Armor +8 On-Hit (Melee): * 20% chance to slow global speed by 94% defense ------ Armor +5 Fatigue +5% Resistance +6% darkness other ------- Stamina when Hit +2.60 EQ when Hit +2.10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dragonskull Helm (0 def, 20 armour)3.0 Encumbrance T5 head armor [Unique] Master While equipped: defense ------ Armor +20 Fatigue +12% Resistance +15% acid, +15% physical +15% cold, +15% fire +15% lightning Physical save +12 (+2 eff.) Spell save +12 (+2 eff.) Mind save +12 (+2 eff.) other ------- Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
champion's voratun helm of blood magic (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego++] Arcane/Master While equipped: Stats Str +5, Mag +8, Wil +13 offense ------ Spell Crit +4% Damage +20% blight, +18% arcane defense ------ Armor +5 Fatigue +5% Mind save +15 (+2 eff.) other ------- Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren voratun helm of might (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego++] Master While equipped: Stats Str +5, Wil +10, Con +5 offense ------ Physical Power +6 (+1 eff.) defense ------ Armor +5 Fatigue +5% Resistance +13% blight Mind save +13 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1 Wil +1, Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1 Wil +1, Cun +1, Con +1 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2 Wil +2, Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2 Wil +2, Cun +2, Con +2 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+0 eff.) Spell save +4 (+1 eff.) Mind save +4 (+0 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+0 eff.) Spell save +4 (+1 eff.) Mind save +4 (+0 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
10 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3 Wil +3, Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3 Wil +3, Cun +3, Con +3 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
17 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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
17 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+1 eff.) Spell save +8 (+2 eff.) Mind save +8 (+1 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+1 eff.) Spell save +8 (+2 eff.) Mind save +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
15 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+1 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+1 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats Str +4, Dex +4, Mag +4 Wil +4, Cun +4, Con +4 Item imbue powers: Stats Str +4, Dex +4, Mag +4 Wil +4, Cun +4, Con +4 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 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 When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
174 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 When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
176 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats Str +5, Dex +5, Mag +5 Wil +5, Cun +5, Con +5 Item imbue powers: Stats Str +5, Dex +5, Mag +5 Wil +5, Cun +5, Con +5 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
183 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Physical save +10 (+1 eff.) Spell save +10 (+2 eff.) Mind save +10 (+1 eff.) Item imbue powers: Defense +10 (+1 eff.) Physical save +10 (+1 eff.) Spell save +10 (+2 eff.) Mind save +10 (+1 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
199 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Telos's Staff Crystal0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats Str +5, Dex +5, Mag +5 Wil +5, Cun +5, Con +5 Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats Str +5, Dex +5, Mag +5 Wil +5, Cun +5, Con +5 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. |
Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats Str +5, Dex +5, Mag +5 Wil +5, Cun +5, Con +5 Lck +10 Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5, Con +5 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 Mag +5, Con +5 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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 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. |
Runed Skull3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+1 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Resonating Diamond0.0 Encumbrance T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
Petrified Wood0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats Con +25 Resistance +10% cold, +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats Con +25 Resistance +10% cold, +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Atamathon's Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +20% fire When Hit 100 fire Life +60.00 Pinning Resist +50% Light +2 Item imbue powers: Damage +20% fire When Hit 100 fire Life +60.00 Pinning Resist +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. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats Cun +8, Dex +8 Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats Cun +8, Dex +8 Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Crystal Heart0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats Con +5 Resistance +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. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 16 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. |
2452 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. |
81 alchemist bloodstone0.0 Encumbrance 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. |
Gavena the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats Wil +4 offense ------ Damage +6% mind defense ------ Armor +2 Resistance +6% darkness Mind save +12 (+2 eff.) Life +20.00 Poison Resist +10% 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. |
Halarin the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats Cun +5 offense ------ Damage +0% light On-Hit (Melee): * 20% chance to reduce armor by 54% defense ------ Resistance +9% blight Crit Resistance 10.00% Mind save +6 (+1 eff.) other ------- Light +3 See Stealth +8 See Invisibility +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 21 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Umbraphage0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+2 eff.) Damage +15% light, +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+1 eff.) other ------- Light +8 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 69). Release absorbed darkness in a 8 radius cone with a 80% chance to blind (based on lite radius), dealing 877.38 darkness damage (based on Mindpower and charge). Uses 6 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 'Arodhelle'1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats Str +7, Cun +7, Con +4 offense ------ Physical Crit +4.0% Critical power +20.00% Physical Power +25 (+3 eff.) Damage +27% mind Ignore Armor +6 defense ------ Mind save +11 (+2 eff.) other ------- Max stamina +37.23 Light +4 See Stealth +15 See Invisibility +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
Hazeransom the dwarven lantern1.0 Encumbrance T5 lite [Rare] Nature While equipped: Stats Dex +6, Mag +11, Cun +7 offense ------ Damage +12% blight Ignore resists +20% arcane defense ------ Resistance +12% blight, +30% cold +7% arcane Life +80.00 other ------- Light +9 See Invisibility +18 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Radianceblur'1.0 Encumbrance T5 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats Mag +1, Wil +7, Con +5 offense ------ Damage +15% darkness, +9% light Ignore resists +10% darkness defense ------ Defense +15 (+2 eff.) Resistance +14% light, +3% darkness Affinity +5% darkness Physical save +20 (+3 eff.) Spell save +20 (+4 eff.) Mind save +20 (+3 eff.) other ------- Light +14 Infravision +5 See Invisibility +9 Moonlight Ray: Puts all charms on 5 turn cooldown Effective talent level: 5.5 Power cost 5 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 647.02 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
perfect rustproof coating0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Resistance +50% acid 50% chance to avoid a detrimental acid subtype effect. Tinkers can be attached to normal items to improve them with steam power! |
great air recycler0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
amazing air recycler0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
stralite white light emitter0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to lite When attached: offense ------ Damage +16% light other ------- Light +4 See Stealth +8 Tinkers can be attached to normal items to improve them with steam power! |
voratun white light emitter0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to lite When attached: offense ------ Damage +20% light other ------- Light +5 See Stealth +10 Tinkers can be attached to normal items to improve them with steam power! |
Blood-Runed Athame1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats Cun +8 offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+3 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
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. |
sapper's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats Cun +2, Str +1 offense ------ Accuracy +4 (+0 eff.) other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Salilenor (dig speed 15 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats Str +2, Mag +6, Con +4 offense ------ Damage +18% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 43 defense ------ Life +32.00 other ------- Max stamina +23.00 Light +3 Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Zanindur' (dig speed 15 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats Str +6, Dex +5, Mag +5 offense ------ Critical power +16.00% Physical Power +7 (+1 eff.) Ignore resists +15% arcane Ignore Armor +7 defense ------ Resistance +12% fire Stun Resist +20% other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Hettiyon the Bloomrip (dig speed 12 turns)3.0 Encumbrance T5 digger tool [Rare] Master While equipped: Stats Str +14 offense ------ Physical Crit +5.0% Critical power +63.65% Physical Power +35 (+4 eff.) Damage +24% mind Ignore Armor +5 On-Hit (Melee): * 34% chance to slow global speed by 94% defense ------ Armor +18 Defense +25 (+3 eff.) Resistance +15% light Life +33.00 other ------- Hate-on-crit +5.00 Max stamina +29.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Issodin (dig speed 12 turns)3.0 Encumbrance T5 digger tool [Rare] Master While equipped: Stats Str +8, Dex +5, Mag +2 Cun +3, Con +7 offense ------ Critical power +15.00% On-Hit (Melee): * 27 arcane resource burn defense ------ Resistance +6% blight, +18% fire +9% darkness, +21% light other ------- Max hate +6.00 See Invisibility +9 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns)3.0 Encumbrance T5 digger tool [Unique] Arcane/Master While equipped: Stats Str +5, Con +5 offense ------ Ignore resists +10% physical defense ------ Physical save +10 (+1 eff.) Spell save +10 (+2 eff.) Mind save +10 (+1 eff.) Life +50.00 While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 6.6 Power cost 16 out of 30/30. Range 10 Cooldown: 21 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 199.16 physical damage in a radius of 5 each turn for 9 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
voratun pickaxe 'Galarochak' (dig speed 9 turns)3.0 Encumbrance T5 digger tool [Random Unique] Arcane/Master While equipped: Stats Str +8, Wil +4 offense ------ Critical power +22.72% Spellpower/crit +6 Damage +3% blight On-Hit (Melee): * 23% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +8 (+1 eff.) Fatigue -10% Resistance +10% physical other ------- Spell cooldown 10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats Wil +5 offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+1 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 4.5 Power cost 11 out of 25/25. Range 10 Cooldown: 6 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 39 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. |
Shard of Crystalized Time2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: Stats Wil +4, Con +2 offense ------ Damage +7% temporal defense ------ Defense +5 (+1 eff.) Anomaly Control +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
Eternity's Counter2.0 Encumbrance T4 misc tool [Unique] Arcane While equipped: offense ------ Move Speed +16% Combat Speed -12% Spell Speed -12% Mind Speed -12% Damage +0% all, +15% temporal defense ------ Resistance +12% all, +15% temporal Damage Reduction +10 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 11 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Demonic Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 6 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. |
Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Cun +6 Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Mag +6 Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Str +6 Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Dex +6 Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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 16 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Gwai's Burninator2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 1071.40 fire damage (based on Magic). Uses 27 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (3/3)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 106 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. |
Bregidil [power 1] (14 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats Dex +5, Wil +4 offense ------ Physical Power +30 (+3 eff.) Mindpower +15 (+2 eff.) Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 14 turn cooldown Torques are made by powerful psionics to store psionic powers. |
quick steel torque of clear mind [power 1] (10 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 10 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Layyda the elm totem of healing [power 110] (8 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +5% acid When Hit 2 acid On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 43 Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 8 turn cooldown Natural totems are made by powerful wilders to store nature power. |
supercharged ash totem of healing [power 242] (11 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 242 Puts all charms on 11 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Pyrepunish the elven-wood totem of healing [power 470] (9 cooldown)2.0 Encumbrance T4 totem charm [Random Unique] Nature While equipped: offense ------ Damage +12% darkness, +9% fire When Hit 2 fire On-Hit (Melee): * 10% chance to reduce damage dealt by 49% defense ------ Resistance +3% fire Heal yourself and all friendly characters within 10 spaces for 470 Puts all charms on 9 turn cooldown 100% to reduce 3 talent cooldowns by 2. 100% to gain a 19% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Thunderbloom [power 434] (8 cooldown)2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: Stats Mag +4, Cun +4, Con +9 offense ------ Damage +18% darkness Ignore resists +33% lightning, +33% nature defense ------ Resistance +30% lightning other ------- Light +4 Heal yourself and all friendly characters within 10 spaces for 434 Puts all charms on 8 turn cooldown 100% to reduce fatigue by 52% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Brightstun the dragonbone totem of healing [power 560] (8 cooldown)2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: Stats Cun +2 offense ------ Mind Crit +4% Damage +6% fire Ignore resists +25% mind defense ------ Resistance +15% fire Mind save +12 (+2 eff.) other ------- Psi when Hit +0.12 Hate-on-crit +2.00 Heal yourself and all friendly characters within 10 spaces for 560 Puts all charms on 8 turn cooldown 100% to gain a 37% chance to evade weapon attacks for 2 turns. 100% to reduce fatigue by 60% for 2 turns. 100% to increase the duration of 3 beneficial effects by 3. Natural totems are made by powerful wilders to store nature power. |
Tundrareeve [power 90] (11 cooldown)2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: Stats Dex +9, Mag +8, Wil +19 offense ------ Spellpower +30 (+5 eff.) Damage +21% cold Ignore resists +42% blight other ------- Mana/turn +0.32 Vim-on-crit +3.39 Max mana +120.00 Light +5 Harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70% Puts all charms on 11 turn cooldown 100% to reduce fatigue by 50% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
cleansing dragonbone totem of healing [power 506] (8 cooldown)2.0 Encumbrance T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 506 Puts all charms on 8 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
focusing dragonbone totem of healing [power 488] (8 cooldown)2.0 Encumbrance T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 488 Puts all charms on 8 turn cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
quick dragonbone totem of healing [power 470] (6 cooldown)2.0 Encumbrance T5 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 470 Puts all charms on 6 turn cooldown Natural totems are made by powerful wilders to store nature power. |
quick dragonbone totem of healing [power 446] (7 cooldown)2.0 Encumbrance T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 446 Puts all charms on 7 turn cooldown Natural totems are made by powerful wilders to store nature power. |
supercharged dragonbone totem of healing [power 788] (10 cooldown)2.0 Encumbrance T5 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 788 Puts all charms on 10 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Lisyrakira the elm wand of shielding [power 122] (11 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Physical Crit +3.0% Critical power +10.00% Physical Power +20 (+2 eff.) Accuracy +15 (+2 eff.) Ignore Armor +1 When Hit 2 mind Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing elm wand of shielding [power 116] (11 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
cleansing elven-wood wand of shielding [power 434] (11 cooldown)2.0 Encumbrance T4 wand charm [Ego+] Arcane Create a shield absorbing up to 434 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Ce'Netta the Shimmerwake [power 500] (11 cooldown)2.0 Encumbrance T5 wand charm [Rare] Arcane While equipped: offense ------ Damage +12% lightning, +27% mind Ignore resists +25% light When Hit 10 darkness On-Hit (Melee): * 25% chance to reduce all saves and defense by 62 defense ------ Resistance +33% lightning other ------- Light +4 Create a shield absorbing up to 500 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 turn cooldown 100% to increase the duration of 3 beneficial effects by 3. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Dimvile [power 494] (11 cooldown)2.0 Encumbrance T5 wand charm [Rare] Arcane While equipped: Stats Con +5 offense ------ Physical Crit +6.0% Spellpower +30 (+5 eff.) Damage +12% blight, +21% physical Ignore resists +33% darkness Ignore Shields +40% When Hit 13 physical defense ------ Resistance +7% physical other ------- Stamina/turn +4.01 Create a shield absorbing up to 494 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing dragonbone wand of shielding [power 506] (11 cooldown)2.0 Encumbrance T5 wand charm [Ego+] Arcane Create a shield absorbing up to 506 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 turn cooldown 100% to increase all damage penetration by 30% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing dragonbone wand of shielding [power 536] (11 cooldown)2.0 Encumbrance T5 wand charm [Ego+] Arcane Create a shield absorbing up to 536 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 turn cooldown 100% to increase all damage penetration by 27% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 Encumbrance T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance 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? |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
A dangerous secret (Madness (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By WormyShaElf the Shalore Writhing One level 45
1st Mirth 123rd year of Ascendancy at 23:29 see stats
A different point of view (Madness (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By WormyShaElf the Shalore Writhing One level 50
64th Haze 123rd year of Ascendancy at 22:54 see stats
Against all odds (Madness (Roguelike) difficulty)
Killed Ukruk in the ambush.By WormyShaElf the Shalore Writhing One level 44
76th Pyre 123rd year of Ascendancy at 17:08 see stats
Anti-Antimagic! (Madness (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By WormyShaElf the Shalore Writhing One level 45
10th Mirth 123rd year of Ascendancy at 22:05 see stats
Arachnophobia (Madness (Roguelike) difficulty)
Destroyed the spydric menace.By WormyShaElf the Shalore Writhing One level 50
29th Pyre 124th year of Ascendancy at 07:02 see stats
Are you out of your mind?! (Madness (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By WormyShaElf the Shalore Writhing One level 50
63rd Haze 123rd year of Ascendancy at 04:27 see stats
Atamathoned! (Madness (Roguelike) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By WormyShaElf the Shalore Writhing One level 50
9th Dusk 124th year of Ascendancy at 18:48 see stats
Brave new world (Madness (Roguelike) difficulty)
Went to the Far East and took part in the war.By WormyShaElf the Shalore Writhing One level 50
57th Haze 123rd year of Ascendancy at 21:53 see stats
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.By WormyShaElf the Shalore Writhing One level 50
30th Dusk 123rd year of Ascendancy at 09:20 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By WormyShaElf the Shalore Writhing One level 41
53rd Pyre 123rd year of Ascendancy at 18:56 see stats
Demonic Invasion (Madness (Roguelike) difficulty)
Stopped a demonic invasion by closing their portal.By WormyShaElf the Shalore Writhing One level 50
13rd Regrowth 124th year of Ascendancy at 19:51 see stats
Destroyer's bane (Madness (Roguelike) difficulty)
Killed Golbug the Destroyer.By WormyShaElf the Shalore Writhing One level 50
30th Dusk 123rd year of Ascendancy at 16:23 see stats
Deus Ex Machina (Madness (Roguelike) difficulty)
Found the Blood of Life and the four unique inscriptions: Primal Infusion, Infusion of Wild Growth, Rune of Reflection and Rune of the Rift.By WormyShaElf the Shalore Writhing One level 50
6th Allure 124th year of Ascendancy at 06:42 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By WormyShaElf the Shalore Writhing One level 1
74th Pyre 122nd year of Ascendancy at 14:02 see stats
Earth Master (Madness (Roguelike) difficulty)
Killed Harkor'Zun.By WormyShaElf the Shalore Writhing One level 35
1st Pyre 123rd year of Ascendancy at 23:08 see stats
Evil denied (Madness (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By WormyShaElf the Shalore Writhing One level 50
48th Regrowth 124th year of Ascendancy at 16:13 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By WormyShaElf the Shalore Writhing One level 22
79th Haze 122nd year of Ascendancy at 00:43 see stats
Eye of the storm (Madness (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By WormyShaElf the Shalore Writhing One level 33
15th Regrowth 123rd year of Ascendancy at 10:03 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By WormyShaElf the Shalore Writhing One level 43
74th Pyre 123rd year of Ascendancy at 18:43 see stats
Fear of Fours (Madness (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By WormyShaElf the Shalore Writhing One level 50
37th Regrowth 124th year of Ascendancy at 13:07 see stats
Flooder (Madness (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By WormyShaElf the Shalore Writhing One level 50
24th Pyre 124th year of Ascendancy at 16:05 see stats
Home sweet home (Madness (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By WormyShaElf the Shalore Writhing One level 34
34th Regrowth 123rd year of Ascendancy at 05:32 see stats
I cleared the room of death and all I got was this lousy achievement! (Madness (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By WormyShaElf the Shalore Writhing One level 50
63rd Haze 123rd year of Ascendancy at 04:55 see stats
Is that how it feels to be an escort quest?! (Madness (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By WormyShaElf the Shalore Writhing One level 32
2nd Regrowth 123rd year of Ascendancy at 11:38 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By WormyShaElf the Shalore Writhing One level 10
10th Mirth 122nd year of Ascendancy at 05:38 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By WormyShaElf the Shalore Writhing One level 20
35th Dusk 122nd year of Ascendancy at 22:02 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By WormyShaElf the Shalore Writhing One level 30
7th Allure 123rd year of Ascendancy at 10:12 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By WormyShaElf the Shalore Writhing One level 40
46th Pyre 123rd year of Ascendancy at 11:09 see stats
Level 50 (Madness (Roguelike) difficulty)
Got a character to level 50.By WormyShaElf the Shalore Writhing One level 50
22nd Dusk 123rd year of Ascendancy at 07:25 see stats
Orcrist (Madness (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By WormyShaElf the Shalore Writhing One level 50
16th Regrowth 124th year of Ascendancy at 01:40 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By WormyShaElf the Shalore Writhing One level 28
6th Allure 123rd year of Ascendancy at 09:51 see stats
Poisonous (Madness (Roguelike) difficulty)
Sided with the assassin lord.By WormyShaElf the Shalore Writhing One level 21
47th Dusk 122nd year of Ascendancy at 04:58 see stats
Race through fire (Madness (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By WormyShaElf the Shalore Writhing One level 50
6th Decay 123rd year of Ascendancy at 02:03 see stats
Shasshhiy'Kaish (Madness (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By WormyShaElf the Shalore Writhing One level 50
80th Regrowth 124th year of Ascendancy at 10:21 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By WormyShaElf the Shalore Writhing One level 21
77th Haze 122nd year of Ascendancy at 04:44 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By WormyShaElf the Shalore Writhing One level 10
2nd Summertide 122nd year of Ascendancy at 14:18 see stats
Sliders (Madness (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By WormyShaElf the Shalore Writhing One level 50
30th Dusk 123rd year of Ascendancy at 18:54 see stats
Tactical master (Madness (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By WormyShaElf the Shalore Writhing One level 50
48th Regrowth 124th year of Ascendancy at 16:11 see stats
Tales of the Spellblaze (Madness (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By WormyShaElf the Shalore Writhing One level 17
15th Dusk 122nd year of Ascendancy at 05:44 see stats
The Legend of Garkul (Madness (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By WormyShaElf the Shalore Writhing One level 50
6th Allure 124th year of Ascendancy at 11:58 see stats
The Old Ones (Madness (Roguelike) difficulty)
Kill all the three demons that are on Eyal since before the Spellblaze: Shasshhiy'Kaish, Kryl'Feijan and Walrog.By WormyShaElf the Shalore Writhing One level 50
24th Pyre 124th year of Ascendancy at 00:58 see stats
The Sun Still Shines (Madness (Roguelike) difficulty)
Aeryn survived the last battle.By WormyShaElf the Shalore Writhing One level 50
48th Regrowth 124th year of Ascendancy at 16:13 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By WormyShaElf the Shalore Writhing One level 27
5th Allure 123rd year of Ascendancy at 17:08 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By WormyShaElf the Shalore Writhing One level 21
40th Dusk 122nd year of Ascendancy at 04:02 see stats
There and back again (Madness (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By WormyShaElf the Shalore Writhing One level 50
49th Pyre 124th year of Ascendancy at 08:36 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By WormyShaElf the Shalore Writhing One level 1
74th Pyre 122nd year of Ascendancy at 14:02 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By WormyShaElf the Shalore Writhing One level 1
74th Pyre 122nd year of Ascendancy at 14:02 see stats
Vampire crusher (Madness (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By WormyShaElf the Shalore Writhing One level 44
76th Pyre 123rd year of Ascendancy at 09:51 see stats
Log
You transfer reinforced voratun steamsaw of the stars (65% power, 0 apr) to the Shared Stash.
You transfer 155 bloodstone to the Shared Stash.
You transfer Windcast (0 def, 3 armour) to the Shared Stash.
You transfer dragonbone wand of shielding 'Arcquencher' [power 536] (11 cooldown) to the Shared Stash.
Saving game...
Saving done.
A shield forms around WormyShaElf.
















































































































































































































































































































































































































