









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Fashionista 1.5.0The donator fortress mirror feature remembers item graphics not only for worn items, but also for transmogrified items. OldRPG - Overdrive - 1 of 6 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii (if you are interested in contributing sprites for Cults please contact me!). After downloading and installing all 6 parts, make sure OldRPG 64x64 is selected as the tileset in game. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns. Part 1 of 6 contains all terrain textures. (Required) Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
OldRPG - Overdrive - 5 of 6 (A) OldRPG Player Sprites 1.6.5OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) 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:
OldRPG - Overdrive - 4 of 6 (B) Original Player Sprites 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. There are two different versions of Part 3-6, A and B. This version (B) uses the original player and equipment sprites. Use this if you are concerned about misalignments or want to use vanilla cosmetic options.(Required, load A or B but not both) Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game OldRPG - Overdrive - 6 of 6 (A) OldRPG Player Sprites 1.6.5OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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.
OldRPG - Overdrive - 2 of 6 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns. Part 2 of 6 contains all NPCs, Objects, Shaders, etc. (Required) OldRPG - Overdrive - 4 of 6 (A) OldRPG Player Sprites 1.6.5OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) Shimmer Pack: Pyromania 1.6.0Cosmetic pack! OldRPG - Overdrive - 3 of 6 (A) OldRPG Player Sprites 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Glass Golem, Whitehoof and Yeti use the original tiles. Not every race/item combo has been tested so there may be some misalignments. New sprites for Worm That Walks and tentacles, all other Cults artifacts currently use the original sprites. You can also use a custom player sprite if you don't care about the paperdoll overlay. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Enhanced Wield Replace 1.7.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Krog |
| Class | Brawler |
| Level / Exp | 34 / 61% |
| Size | big |
| Lifes / Deaths | Killed by skeleton warrior at level 2 on the 75th Pyre 122nd year of Ascendancy at 07:46 0 / 6Killed by Porada the skeleton archer at level 12 on the 7th Dusk 122nd year of Ascendancy at 18:33 Killed by greater gwelgoroth at level 15 on the 30th Haze 122nd year of Ascendancy at 10:31 Killed by snow giant thunderer at level 20 on the 80th Haze 122nd year of Ascendancy at 07:38 Killed by multi-hued drake at level 34 on the 3rd Haze 123rd year of Ascendancy at 05:59 Killed by overpowered greater multi-hued wyrm at level 34 on the 3rd Haze 123rd year of Ascendancy at 06:32 |
| Antimagic | Follower |
Primary Stats
| Strength | 69 (base 14) |
| Dexterity | 96 (base 60) |
| Constitution | 60 (base 13) |
| Magic | 8 (base 10) |
| Willpower | 59 (base 17) |
| Cunning | 124 (base 60) |
Resources
| Life | 1271/1271 |
| Stamina | 322/322 |
| Healing Factor | 1.5500507772247 |
| Regeneration | 38.380268945716 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -60% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 13 |
| Infravision | 2 |
| See Invisible | 9 |
Offense: Barehand
| Damage | 153 |
| Accuracy | 69 |
| Crit Chance | 59% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Mind
| Mindpower | 61 |
| Crit Chance | 58% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Light | +15% |
| Nature | +25% |
| Blight | +10% |
| Cold | +35% |
| Fire | +17% |
| All | 0% |
Offense: Damage Penetration
| Nature | +25% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 27 (54.823135475018%) |
| Defense | 72 |
| Ranged Defense | 72 |
| Fatigue | 0 |
| Physical Save | 47 |
| Spell Save | 61 |
| Mental Save | 56 |
Defense: Resistances
| Nature | + 24%( 70%) |
| Acid | + 25%( 70%) |
| Darkness | + 32%( 70%) |
| Cold | + 37%( 70%) |
| Blight | + 18%( 70%) |
| Mind | + 38%( 70%) |
| Fire | + 44%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 23% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 386 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Cunning / Tactical | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Grappling | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 2/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
| beneficial effect | Countering melee attacks: Has a 63% chance to get an automatic counter attack when avoiding a melee attack. (2.4 counters remaining) Counter Attacking |
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 |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by orc grand master assassin. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 418. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed ice ant stinger. * You've found the needed naga tongue. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within14 lumberjacks have died. | 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 Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc 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. |
| On hands | Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+3 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+4 eff.) Max.HP +100.00 ---------- misc Light +1 Unarmed combat: Power 34.0 - 47.6 Physical Uses 40% Cun, 40% Dex, 40% Str Apr +18 Crit +12.0% Atk.spd 100% Melee+ +20 silence On Hit: 15% Mana Clash 3 On Hit: 15% Antimagic Zone 3 On Hit: * 50 arcane resource burn Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 161.00 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| On head | werebeast's drakeskin leather cap of precognition (10 def, 5 armour)2.0 T5 head armor [Ego++] Nature While equipped: Stats +6 Str +9 Dex +12 Cun +1 Con dps ---------- Acc +8 (+2 eff.) On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +10 (+3 eff.) Fatigue +5% A cap made of leather. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | solipsist's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +7 Cun +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) ----- def ----- Max.HP +50.00 HP.reg +13.00 Heal.mod +10% Rings make your fingers look great! |
| On fingers | Salowyn0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +9 Con dps ---------- Phys.pwr +14 (+4 eff.) Dmg.mod +10% blight +17% fire ----- def ----- Armour +4 Resists +12% acid +34% fire +12% mind +6% cold Phys.save +17 (+6 eff.) Spell.save +12 (+3 eff.) Mind.save +17 (+5 eff.) Die.at -40.00 life Rings make your fingers look great! It was corrupted by the digestive sack. |
| Around neck | warmaker's stralite amulet of vision0.1 T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats +8 Str +5 Dex +6 Wil ----- def ----- Blind- +23% ---------- misc Infravis +2 Sight +2 See.Invis +9 Amulets make your neck look great! |
| Main armor | marauder's hardened leather armour of Eyal (13 def, 6 armour)9.0 T3 light armor [Ego++] Nature/Master While equipped: Stats +3 Str +8 Dex ----- def ----- Armour +6 Defense +13 (+3 eff.) Fatigue +8% Phys.save +9 (+3 eff.) Max.HP +34.00 HP.reg +1.00 Heal.mod +12% A suit of armour made of leather. |
| Light source | Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+4 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 133, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 313.95 darkness damage (based on Mindpower and charge). Uses 10 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. |
| Cloak | Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +15% mind Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 5.0 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 76 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
| Around waist | Getidokor the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.crit +11.0% Mind.crit +6% ----- def ----- Defense +20 (+5 eff.) Resists +3% blight Spell.save +15 (+4 eff.) Mind.save +9 (+3 eff.) Die.at -60.00 life HP.reg +4.00 A belt that goes around your waist. |
Inventory
healing infusion (heal 93; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 93 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the duelist (heal 240; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 240 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 |
movement infusion (speed 502%; cd 16)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 502% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 600%; cd 14)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 600% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 133; 17 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 133 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the duelist (heal 500; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 500 life over 5 turns. 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 |
regeneration infusion of the duelist (heal 386; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 386 life over 5 turns. 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 |
regeneration infusion of the warrior (heal 305; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 305 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion (res 20%; magical; dur 3; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath0.4 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. |
biting gale rune of the wizard (damage 178; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 177.66 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 93; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 93 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 172; dur 6; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 172 damage for 6 turns. 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 titan (range 126; cd 11)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 126 with a minimum range of 15. 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. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Pyrehacker0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Str +5 Cun +5 Con dps ---------- Dmg.mod +15% fire Res.pen +10% temporal ----- def ----- Resists +18% mind +9% temporal Confus- +34% Amulets make your neck look great! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.5 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (104). 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. |
clarifying copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +10% mind Confus- +21% Amulets make your neck look great! |
clarifying stralite amulet of mastery (0.26 Technique / Conditioning)0.1 T4 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +14% mind Confus- +30% ---------- misc Masteries +0.26 Technique/Conditioning Amulets make your neck look great! |
copper amulet of mastery (0.11 Technique / Grappling)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Technique/Grappling Amulets make your neck look great! |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +3% ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) Confus- +22% Rings make your fingers look great! |
copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
gladiator's steel ring of tenacity0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Max.HP +23.00 Disarm- +24% Pinning- +24% Knockbk- +20% Rings make your fingers look great! |
titan's copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Phys.save +6 (+2 eff.) Rings make your fingers look great! |
warrior's gold ring of the mountain (+12%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% physical ----- def ----- Armour +6 Resists +12% physical Rings make your fingers look great! |
dwarven-steel battleaxe (29-44 power, 2 apr)3.0 T3 battleaxe 2H weapon [Normal] Power 29.0 - 43.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
flaming stralite battleaxe of phasing (45-68 power, 22 apr)3.0 T4 battleaxe 2H weapon [Ego] Arcane Power 45.0 - 67.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +22 Crit +7.5% Atk.spd 100% Phasing +20% On Hit.r1 +16 fire Massive two-handed battleaxes. |
stralite battleaxe (44-66 power, 3 apr)3.0 T4 battleaxe 2H weapon [Normal] Power 44.0 - 66.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Massive two-handed battleaxes. |
Icy Kill (35-46 power, 10 apr)1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
acidic stralite dagger of massacre (40-53 power, 9 apr)1.0 T4 dagger 1H weapon [Ego] Arcane/Master Power 40.5 - 52.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, short and deadly. |
stralite dagger (28-37 power, 9 apr)1.0 T4 dagger 1H weapon [Normal] Power 28.5 - 37.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Sharp, short and deadly. |
truestriking stralite dagger of evisceration (32-42 power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Master Power 32.0 - 41.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +9 (+2 eff.) Res.pen +13% physical Acc +13 (+4 eff.) Apr +9 Sharp, short and deadly. |
Spellcrusher (32-48 power, 4 apr)5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 32.0 - 48.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+4 eff.) This large steel greatmaul has thick vines wrapped around the handle. This item has been sent to the Item's Vault. |
Velykira the dwarven-steel greatmaul (39-58 power, 2 apr)5.0 T3 greatmaul 2H weapon [Random Unique] Arcane/Master Power 39.0 - 58.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +12 temporal On Crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +1 Str +2 Mag +2 Wil +1 Cun +5 Con dps ---------- Phys.crit +10.0% Phys.pwr +22 (+6 eff.) Res.pen +10% physical ----- def ----- Resists +13% temporal Disarm- +35% Massive two-handed mauls. |
plaguebringer's stralite greatmaul of shearing (56-84 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego++] Arcane/Master Power 56.0 - 84.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +13 blight On Hit: 20% Epidemic 4 On Hit: * 24% chance to reduce strength, dexterity, and constitution by 5 While equipped: dps ---------- Res.pen +12% all Acc +13 (+4 eff.) Apr +14 ----- def ----- Disease- +14% Massive two-handed mauls. |
quick stralite greatmaul of rage (59-88 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego++] Master Power 59.0 - 88.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% While equipped: Stats +5 Str +7 Dex dps ---------- Phys.spd +10% Dmg.mod +14% physical Acc +44 (+11 eff.) Massive two-handed mauls. |
acidic stralite greatsword of daylight (46-74 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Arcane Power 46.5 - 74.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +13 light Against +7% Undead On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed swords. |
stralite greatsword (50-79 power, 3 apr)3.0 T4 greatsword 2H weapon [Normal] Power 49.5 - 79.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Massive two-handed swords. |
thought-forged stralite greatsword of persecution (46-74 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Disrupt/Psionic Power 46.5 - 74.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +7 mind Against +12% Unnatural On Hit: * 24% chance to reduce all saves and defense by 35 While equipped: Stats +5 Cun +11 Wil Massive two-handed swords. |
elven-wood longbow4.0 T4 longbow 2H weapon Reqs Shoot [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Longbows are used to shoot arrows at your foes. |
fungal elven-wood longbow of true flight4.0 T4 longbow 2H weapon Reqs Shoot [Ego+] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +2 Con dps ---------- Phys.crit +15.0% Acc +11 (+3 eff.) ---------- misc Masteries +0.30 Wild-gift/Fungus Regenerate 90 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
stormbringer's elven-wood longbow of enduring4.0 T4 longbow 2H weapon Reqs Shoot [Ego++] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 On Crit.r2 +21 lightning +20 cold While equipped: Stats +11 Con +9 Wil dps ---------- Mov.spd +57% Res.pen +15% lightning +15% cold ----- def ----- Max.HP +45.00 Longbows are used to shoot arrows at your foes. |
yew longbow4.0 T3 longbow 2H weapon Reqs Shoot [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Longbows are used to shoot arrows at your foes. |
Acera (33-46 power, 4 apr)3.0 T3 longsword 1H weapon [Unique] Arcane/Master Power 33.0 - 46.2 Acid Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% On Crit.r2 +40 corrosive acid While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +20% acid Res.pen +20% acid ----- def ----- Resists +15% acid Corrosive Worm: Level 5.5 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 22% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 14 acid damage in a 4 radius ball. This damage will increase by 7% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
dwarven-steel longsword (20-29 power, 4 apr)3.0 T3 longsword 1H weapon [Normal] Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
stralite longsword (34-48 power, 5 apr)3.0 T4 longsword 1H weapon [Normal] Power 34.5 - 48.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Sharp, long, and deadly. |
stralite longsword (32-46 power, 5 apr)3.0 T4 longsword 1H weapon [Normal] Power 32.5 - 45.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Sharp, long, and deadly. |
stralite longsword (34-48 power, 5 apr)3.0 T4 longsword 1H weapon [Normal] Power 34.5 - 48.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Sharp, long, and deadly. |
Fireblow (37-52 power, 5 apr)3.0 T4 mace 1H weapon [Rare] Arcane Power 37.0 - 51.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit.r1 +12 fire While equipped: dps ---------- Res.pen +15% fire ----- def ----- Spell.save +18 (+5 eff.) Mind.save +12 (+4 eff.) Die.at -20.00 life Heal.mod +10% Disarm- +10% Pinning- +20% Blunt and deadly. |
dwarven-steel mace (29-41 power, 4 apr)3.0 T3 mace 1H weapon [Normal] Power 29.0 - 40.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Blunt and deadly. |
flaming stralite mace (40-55 power, 5 apr)3.0 T4 mace 1H weapon [Ego] Arcane Power 39.5 - 55.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit.r1 +10 fire Blunt and deadly. |
flaming stralite mace (37-52 power, 5 apr)3.0 T4 mace 1H weapon [Ego] Arcane Power 37.0 - 51.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit.r1 +9 fire Blunt and deadly. |
stralite mace (34-48 power, 5 apr)3.0 T4 mace 1H weapon [Normal] Power 34.0 - 47.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Blunt and deadly. |
blooming pulsing mindstar of clarity (14-15 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 13.5 - 14.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- Mind.save +6 (+2 eff.) Heal.mod +19% Heal/summ +34 ---------- misc Max.psi +14.00 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. |
elven-wood magestaff (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon Reqs Mag 35 [Normal] Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+6 eff.) Dmg.mod +25% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff (25-30 power, 5 apr, acid element)5.0 T4 staff 2H weapon Reqs Mag 35 [Normal] Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+6 eff.) Dmg.mod +25% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short elven-wood vilestaff of illumination (25-30 power, 5 apr, fire element)5.0 T4 staff 1H weapon Reqs Mag 35 [Ego] Nature/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+6 eff.) Dmg.mod +25% fire ----- def ----- Defense +11 (+3 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 3.5 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 59.96 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
caustic stralite waraxe of projection (32-46 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego++] Nature/Psionic Power 32.5 - 45.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit.r2 +17 acid +25 nature On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +9% acid +11% nature Apr +9 One-handed war axes. |
flaming stralite waraxe (33-46 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Arcane Power 33.0 - 46.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit.r1 +13 fire One-handed war axes. |
flaming stralite waraxe (34-48 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Arcane Power 34.5 - 48.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit.r1 +9 fire One-handed war axes. |
hateful stralite waraxe of erosion (32-44 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Nature/Psionic Power 31.5 - 44.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +17 nature +13 darkness Against +6% Living One-handed war axes. |
manaburning stralite waraxe of enduring (28-39 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Nature/Disrupt Power 28.0 - 39.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 19 arcane resource burn While equipped: Stats +9 Con +9 Wil ----- def ----- Max.HP +47.00 One-handed war axes. |
stralite waraxe (32-46 power, 5 apr)3.0 T4 waraxe 1H weapon [Normal] Power 32.5 - 45.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% One-handed war axes. |
stralite waraxe 'Bethyrin' (42-59 power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Master Power 42.5 - 59.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit.r1 +20 physical While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +30 (+8 eff.) ----- def ----- Defense +25 (+6 eff.) Disarm- +20% Confus- +20% One-handed war axes. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
blurring rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Defense +9 (+2 eff.) Spell.save +6 (+2 eff.) Stealth +6 ---------- misc Size +1 A belt that goes around your waist. |
Relgygas the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Mind.crit +1% Mind.pwr +10 (+3 eff.) ----- def ----- Defense +1 (+0 eff.) Max.HP +32.00 ---------- misc Equi/ret +0.12 Infravis +2 See.Invis +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentine Cloak (20 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Cun +4 Wil dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+5 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
wyrmwaxed cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +7% acid +6% fire +8% lightning +7% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
ancient cashmere robe of light (+15%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% physical +10% light +7% temporal Res.pen +8% temporal +8% physical ----- def ----- Resists +15% light +11% all Anom.red +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of dwarven-steel boots of speed (0 def, 6 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +6 Fatigue +3% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots of disengagement (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +3 Disengage: Puts all charms on 15 cooldown Level 4.5 Pwr.cost 15 out of 15/15. Range 7 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 194% 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. A pair of boots made of leather. |
pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
pair of rough leather boots 'Shocknull' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Wil +5 Con dps ---------- Res.pen +5% lightning ----- def ----- Armour +1 Crit.chn- 5.00% ---------- misc Stam/turn +0.40 Max.stam +13.00 A pair of boots made of leather. |
undeterred pair of dwarven-steel boots of invasion (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Res.pen +8% physical ----- def ----- Armour +4 Fatigue +3% Silence- +26% Confus- +26% Stun/Frz- +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
drakeskin leather gloves (0 def, 3 armour)1.0 T4 hands armor [Normal] While equipped: ----- def ----- Armour +3 Unarmed combat: Power 25.0 - 27.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves of the nighthunter (0 def, 8 armour)1.0 T4 hands armor [Ego++] Master/Psionic While equipped: Stats +3 Cun dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +8 Resists +12% darkness Mind.save +13 (+4 eff.) Max.HP +79.00 ---------- misc Infravis +2 Unarmed combat: Power 31.5 - 34.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +12 Apr +5 Crit +13.0% Atk.spd 125% Melee+ +8 darkness On Hit: 10% Battle Shout 5 On Crit: 10% Dominate 5 Track: Puts all charms on 15 cooldown Level 3.5 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 6 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 8.0 - 11.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 8.0 - 8.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral drakeskin leather gloves (0 def, 3 armour)1.0 T4 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 16 darkness Dmg.mod +7% darkness ----- def ----- Armour +3 Resists +7% darkness Unarmed combat: Power 26.5 - 29.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 125% On Hit: 20% Moonlight Ray 5 On Hit: * 8% chance to reduce damage dealt by 29% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% Unarmed combat: Power 30.0 - 42.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
Infused Cerebrum (8 def, 0 armour)2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+6 eff.) Mind.pwr +12 (+3 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 100 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? |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Yaldan Baoth (0 def, 6 armour)3.0 T4 head armor [Unique] Master While equipped: Stats +7 Con +10 Wil dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% light +15% darkness Res.Cap +10% darkness Unseen.red 25% ---------- misc Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed 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. This item has been sent to the Item's Vault. |
aegis cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Shield.pwr +11% HP.reg +2.40 A pointy cloth hat, very wizardly... |
dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm of strength (+6) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +6 Str ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
miner's rough leather cap of constitution (+3) (0 def, 2 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
rough leather cap of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
shielding cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +8 Mag +5 Wil dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+2 eff.) A pointy cloth hat, very wizardly... |
stabilizing dwarven-steel helm of absorption (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +4% Phys.save +10 (+3 eff.) ---------- misc Stam/ret +0.80 Equi/ret +1.40 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing cured leather armour of command (13 def, 8 armour)9.0 T2 light armor [Ego+] Disrupt/Psionic While equipped: Stats +1 Cun ----- def ----- Armour +8 Defense +13 (+3 eff.) Fatigue +7% Resists +10% nature +11% blight Mind.save +11 (+4 eff.) A suit of armour made of leather. |
reinforced leather armour (12 def, 7 armour)9.0 T4 light armor [Normal] While equipped: ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
impenetrable stralite plate armour of acid resistance (0 def, 27 armour)17.0 T4 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +27 Fatigue +22% Resists +16% acid A suit of armour made of metal plates. |
prismatic stralite plate armour of cold resistance (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +15% cold +13% light +10% darkness A suit of armour made of metal plates. |
reinforced stralite shield of physical resistance (+13%) (0 def, 15 armour, 209 block)7.0 T4 shield armor Reqs Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +15 Fatigue +8% Resists +13% physical ---------- misc Talents +1 Block Handheld deflection devices. |
stralite shield (0 def, 8 armour, 139.5 block)7.0 T4 shield armor Reqs Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
stralite shield (0 def, 8 armour, 134 block)7.0 T4 shield armor Reqs Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
swashbuckler's stralite shield (0 def, 8 armour, 139.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +7 Str +5 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
chilling quiver of elven-wood arrows of vileness (18/18, 44-62 power, 14 apr)3.0 T4 arrow ammo [Ego] Arcane Power 44.0 - 61.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 18 Ranged+ +17 blight +21 cold On Hit: * 14% chance to reduce strength, dexterity, and constitution by 5 Arrows are used with bows to pierce your foes to death. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
264 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of predation (dig speed 24 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str +2 Dex dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(116 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Brightmight'1.0 T3 lite [Rare] Master While equipped: Stats +3 Wil +10 Con ----- def ----- Resists +9% fire Crit.chn- 10.00% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Mind.pwr +10 (+3 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 6.5 Pwr.cost 15 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
barbed pouch of stralite shots (20/20, 54-65 power, 5 apr)3.0 T4 shot ammo [Ego+] Master Power 54.0 - 64.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +15.5% Capacity 20 On Crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
pouch of stralite shots of daylight (19/19, 44-53 power, 5 apr)3.0 T4 shot ammo [Ego] Arcane Power 44.0 - 52.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 19 Ranged+ +11 light Against +19% Undead Shots are used with slings to pummel your foes to death. |
Kyran [power 245] (15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +6 Str +5 Dex +4 Con dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 35 ---------- misc Light +3 See.Invis +9 Blast the opponent's mind dealing 245 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
stralite torque of mindblast [power 265] (15 cooldown)2.0 T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 265 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
powerful elven-wood totem of thorny skin [power 53] (20 cooldown)2.0 T4 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 53 and armour hardiness by 60% Puts all charms on 20 cooldown 100% to increase all damage by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing [power 266] (15 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 266 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
9 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
yew wand of conjuration [power 200] (15 cooldown)2.0 T3 wand charm [Ego] Arcane Fire a magical bolt dealing 200 acid damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
2 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Matt the Krog Brawler level 31
66th Pyre 123rd year of Ascendancy at 02:40 see stats
Against all odds
Killed Ukruk in the ambush.By Matt the Krog Brawler level 28
65th Regrowth 123rd year of Ascendancy at 02:17 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Matt the Krog Brawler level 15
34th Haze 122nd year of Ascendancy at 06:02 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Matt the Krog Brawler level 34
3rd Haze 123rd year of Ascendancy at 05:57 see stats
Brave new world
Went to the Far East and took part in the war.By Matt the Krog Brawler level 33
7th Dusk 123rd year of Ascendancy at 20:43 see stats
Bringer of Doom
Killed a Bringer of Doom.By Matt the Krog Brawler level 13
24th Haze 122nd year of Ascendancy at 21:43 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Matt the Krog Brawler level 9
2nd Summertide 122nd year of Ascendancy at 04:16 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Matt the Krog Brawler level 32
8th Flare 123rd year of Ascendancy at 23:26 see stats
Exterminator
Killed 1000 creatures.By Matt the Krog Brawler level 17
57th Haze 122nd year of Ascendancy at 23:22 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Matt the Krog Brawler level 19
71st Haze 122nd year of Ascendancy at 03:21 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Matt the Krog Brawler level 15
28th Haze 122nd year of Ascendancy at 15:52 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Matt the Krog Brawler level 31
45th Pyre 123rd year of Ascendancy at 15:05 see stats
Level 10
Got a character to level 10.By Matt the Krog Brawler level 10
6th Flare 122nd year of Ascendancy at 11:22 see stats
Level 20
Got a character to level 20.By Matt the Krog Brawler level 20
79th Haze 122nd year of Ascendancy at 23:23 see stats
Level 30
Got a character to level 30.By Matt the Krog Brawler level 30
39th Pyre 123rd year of Ascendancy at 03:39 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Matt the Krog Brawler level 22
38th Regrowth 123rd year of Ascendancy at 21:56 see stats
Size matters
Did over 600 damage in one attack.By Matt the Krog Brawler level 17
46th Haze 122nd year of Ascendancy at 10:25 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Matt the Krog Brawler level 33
9th Flare 123rd year of Ascendancy at 06:50 see stats
The Arena
Unlocked Arena mode.By Matt the Krog Brawler level 12
2nd Dusk 122nd year of Ascendancy at 03:06 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Matt the Krog Brawler level 14
26th Haze 122nd year of Ascendancy at 02:04 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Matt the Krog Brawler level 26
63rd Regrowth 123rd year of Ascendancy at 06:20 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Matt the Krog Brawler level 17
48th Haze 122nd year of Ascendancy at 04:03 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Matt the Krog Brawler level 27
64th Regrowth 123rd year of Ascendancy at 16:03 see stats
Log
Matt is on fire!
Something hits Matt for (38 flat reduction), 304 physical (304 total damage).
Something hits Matt for (38 flat reduction), 38 cold (38 total damage).
Something hits Matt for (38 flat reduction), 0 cold (0 total damage).
Something hits Matt for (38 flat reduction), 10 fire (10 total damage).
Something hits Matt for (38 flat reduction), 130 physical (130 total damage).
Something hits Matt for (38 flat reduction), 10 fire (10 total damage).
Something hits Matt for (38 flat reduction), 38 cold (38 total damage).
Something hits Matt for 0 arcane damage.
Burning from Multi-hued drake hits Matt for (32 flat reduction), 0 fire (0 total damage).
Ran for 2 turns (stop reason: taken damage).
Matt shrugs off the effect 'Stunned'!
Something hits Matt for (38 flat reduction), 52 lightning (52 total damage).
Something hits Matt for (38 flat reduction), 132 physical (132 total damage).
Something hits Matt for (38 flat reduction), 10 fire (10 total damage).
Matt is poisoned!
Matt shrugs off the effect 'Blinded'!
Something hits Matt for (38 flat reduction), 21 nature (21 total damage).
Something hits Matt for (38 flat reduction), 50 cold (50 total damage).
Something hits Matt for (38 flat reduction), 317 physical (317 total damage).
Something hits Matt for (38 flat reduction), 304 physical (304 total damage).
Matt the level 34 krog brawler was ground to death by an overpowered greater multi-hued wyrm on level 2 of Vor Armoury.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Something killed Matt!
Saving game...
Saving done.















































































































































































