












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Myth's Minimalist UI 1.5.10This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch 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:
Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 49 / 7% |
| Size | medium |
| Lifes / Deaths | Killed by Dozing Cyrulrawyn at level 33 on the 27th Iron 124th year of Ascendancy at 06:36 3 / 4Killed by ritch flamespitter at level 33 on the 27th Iron 124th year of Ascendancy at 07:59 Killed by Doomed Shade of Stori at level 48 on the 2nd Loss 124th year of Ascendancy at 22:03 Killed by minotaur at level 49 on the 14th Loss 124th year of Ascendancy at 21:56 |
| Antimagic | Follower |
Primary Stats
| Strength | 102 (base 66) |
| Dexterity | 28 (base 12) |
| Constitution | 64 (base 47) |
| Magic | 11 (base 13) |
| Willpower | 97 (base 59) |
| Cunning | 60 (base 25) |
Resources
| Life | 2392/2392 |
| Stamina | 372/372 |
| Equilibrium | 30 |
| Healing Factor | 1.4493965053822 |
| Regeneration | 22.965237552032 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 48.375715479246 |
| See Invisible | 48.375715479246 |
Offense: Mainhand
| Damage | 180 |
| Accuracy | 62 |
| Crit Chance | 52% |
| APR | 38 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 3.6666666666667 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 73 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +29% |
| Fire | +14% |
| Physical | +19% |
| Mind | +19% |
| All | +4% |
Offense: Damage Penetration
| Mind | +10% |
| Light | +10% |
| Fire | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 123.03415732194 (100%) |
| Defense | 51 |
| Ranged Defense | 62 |
| Fatigue | 40 |
| Physical Save | 68 |
| Spell Save | 68 |
| Mental Save | 61 |
Defense: Resistances
| Acid | + 42%( 70%) |
| Blight | + 33%( 70%) |
| Physical | + 24%( 70%) |
| Cold | + 33%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 36%( 70%) |
| Light | + 55%( 70%) |
| Temporal | + 10%( 70%) |
| Mind | + 34%( 70%) |
| Darkness | + 24%( 70%) |
| Fire | + 56%( 70%) |
| Nature | + 37%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Confusion Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
| Poison Resistance | 17% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 580 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 872% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: Wild GrowthUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous 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 108.21 physical damage and 189.14 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Superiority | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Warcries | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Shattering Impact |
| talent | Shield Wall |
| talent | Antimagic Shield |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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 gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
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 and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by gigantic corrosive tunneler. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved spell save by +12. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by Ivamira the orc warrior. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the temporal explorer from death by Harkor'Zun. Escort: temporal explorer (level 2 of Daikara) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have 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: 721. | 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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. 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 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Quiver | storming pouch of steel shots of wind (18/18, 22-26 power, 2 apr)3.0 T2 shot ammo [Ego] Nature Power 22.0 - 26.4 Physical Uses 40% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 18 Proj.spd +200% Ranged+ +9 lightning On Crit.r2 +6 lightning On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 188 physical damage Shots are used with slings to pummel your foes to death. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(148 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Adelewen the Charlord (3 def, 8 armour)2.0 T5 head armor [Rare] Master While equipped: Stats +4 Str +10 Wil dps ---------- Phys.crit +4.0% Crit.mult +15.00% Res.pen +10% fire ----- def ----- Armour +8 Defense +3 (+1 eff.) Phys.save +11 (+3 eff.) ---------- misc Stam/turn +2.00 Hate/m.crit +5.00 A pointy cloth hat, very wizardly... |
| On hands | scouring drakeskin leather gloves of sorrow (0 def, 3 armour)1.0 T4 hands armor [Ego++] Disrupt/Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 35 mind 26 darkness On Hit (Melee): * 25% chance to reduce all saves and defense by 40 On Melee Ret: * 30 arcane resource burn ----- def ----- Armour +3 Spell.save +17 (+5 eff.) Mind.save -9 (-3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Fortune's Eye2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+3 eff.) Apr +12 ----- def ----- Defense +12 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 16 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
| On fingers | treant's voratun ring of pilfering0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Acc +11 (+3 eff.) Apr +16 ----- def ----- Defense +12 (+4 eff.) Resists +10% nature +6% blight Poison- +17% Disease- +24% Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 79% 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! |
| On fingers | sneakthief's voratun ring of misery0.1 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +11 Cun +9 Dex dps ---------- Melee+ 16 physical Ranged+ 16 physical Acc +9 (+2 eff.) On Hit (Melee): * 17% chance to reduce all saves and defense by 40 On Hit (Ranged): * 17% chance to reduce all saves and defense by 40 ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 17 cooldown Level 2.6 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 53%. Rings make your fingers look great! |
| Around neck | Tedig0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.crit +5.0% Phys.pwr +15 (+4 eff.) Apr +4 ----- def ----- Armour +14 Resists +9% lightning +21% fire +26% cold Amulets make your neck look great! |
| In main hand | inquisitor's voratun longsword of crippling (44-62 power, 6 apr)3.0 T5 longsword 1H weapon [Ego++] Disrupt/Master Power 44.0 - 61.6 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Deals 118 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) While equipped: dps ---------- Phys.crit +12.0% Sharp, long, and deadly. |
| Around waist | Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+5 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 18 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. |
| In off hand | Summertide (17 def, 15 armour, 52-62 power, 260 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 52.0 - 62.4 Light Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+5 eff.) Rng.Def +17 (+4 eff.) Fatigue +12% Resists +15% darkness +10% fire +12% mind +20% light Mind.save +18 (+4 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 74.65 to 93.31 light damage (based on Willpower and Cunning). Uses 11 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
| 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 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +15% mind Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.3 Pwr.cost 9 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 75 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. |
| Main armor | Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 43 out of 75/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 48.19 fire damage in a radius of 3 each turn for 7 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. |
Inventory
Primal Infusion (affinity 20%; reduction 3; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 20% 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. Inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion (die at -408; dur 7; cd 27)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -408 life. The duration and life will increase by 1% for every 1% life you have lost (currently 408 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 691%; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 691% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower 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 (heal 451; 12 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 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 451 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 |
wild infusion (res 18%; mental; 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 mental effect and reduce all damage taken by 18% 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. Press to compare to your current inscriptions |
shatter afflictions rune (absorb 53; cd 20)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 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 53 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. |
shatter afflictions rune (absorb 115; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed 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 115 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. |
shatter afflictions rune of the titan (absorb 112; cd 16)0.1 rune scroll [Ego] Arcane 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 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 112 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. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 31 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 15). 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. |
grounding voratun amulet of mastery (0.36 Technique / Shield offense)0.1 T5 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +19% lightning Stun/Frz- +39% ---------- misc Masteries +0.36 Technique/Shield offense Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 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. |
savage's gold ring of misery0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +3 Cun +4 Con dps ---------- Melee+ 5 physical Ranged+ 16 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 40 On Hit (Ranged): * 11% chance to reduce all saves and defense by 40 ----- def ----- Spell.save +12 (+3 eff.) ---------- misc Hate/m.crit +1.00 Max.stam +12.00 Max.hate +10.00 Bleeding Edge: Puts all charms on 17 cooldown Level 5.2 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 69%. Rings make your fingers look great! |
solipsist's voratun ring of pilfering0.1 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +11 (+2 eff.) Acc +13 (+3 eff.) Apr +13 ----- def ----- Defense +15 (+5 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 79% 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! |
Bethimitira the dragonbone magestaff (35-42 power, 6 apr, lightning element)5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane/Nature Power 35.0 - 42.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +32.00% Spell.pwr +28 (+6 eff.) Melee+ 23 fire Dmg.mod +35% lightning +3% mind +3% blight Res.pen +20% mind Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Defense +6 (+2 eff.) ---------- misc Light +2 See.Invis +11 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 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 6 that illuminates the area and deals 38.40 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. |
greater dragonbone magestaff of wizardry (30-36 power, 6 apr, arcane element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +5% Spell.pwr +31 (+7 eff.) Dmg.mod +30% lightning +30% cold +30% arcane +30% fire ---------- misc Max.mana +90.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding dragonbone magestaff of illumination (30-36 power, 6 apr, cold element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Nature Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Spell.crit +5% Spell.pwr +21 (+5 eff.) Dmg.mod +30% cold ----- def ----- Defense +10 (+3 eff.) HP.reg +1.50 Heal.mod +17% ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 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 7 that illuminates the area and deals 51.71 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. |
Telos's Staff (Bottom Half)5.0 staff 1H weapon Reqs Mag 35 [Unique] Arcane A part of set. Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+2 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
Eksatin's Ultimatum (63-94 power, 25 apr)3.0 T4 battleaxe 2H weapon [Unique] Master Power 63.0 - 94.5 Physical Uses 40% Wil, 130% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Crit +25.0% Atk.spd 100% On Crit: * decapitate a weakened target While equipped: dps ---------- Crit.mult +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
enhanced stralite battleaxe of dampening (44-66 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Nature/Disrupt Power 44.0 - 66.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% While equipped: Stats +7 Str +10 Dex +13 Mag +12 Wil +13 Cun +10 Con ----- def ----- Resists +19% acid +17% lightning +17% cold +16% fire +9% all Spell.save +14 (+4 eff.) Massive two-handed battleaxes. |
Khulmanar's Wrath (70-105 power, 8 apr)3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Infernal Breath: Level 3.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 195.95 fire damage, and flames will be left dealing a further 45.64 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
plaguebringer's voratun battleaxe of vileness (56-85 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Arcane Power 56.5 - 84.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +39 blight On Hit: 20% Epidemic 5 On Hit: * 61% chance to reduce strength, dexterity, and constitution by 5 While equipped: ----- def ----- Disease- +35% Massive two-handed battleaxes. |
stormbringer's voratun battleaxe of disruption (58-86 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego++] Nature/Disrupt Power 57.5 - 86.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Against +33% Unnatural On Crit.r2 +20 lightning +41 cold On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mov.spd +62% Res.pen +20% lightning +26% cold Massive two-handed battleaxes. |
truestriking voratun greatmaul of erosion (68-102 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego+] Nature/Master Power 68.0 - 102.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +13 nature While equipped: dps ---------- Res.pen +19% physical Acc +27 (+7 eff.) Apr +13 Massive two-handed mauls. |
voratun greatmaul 'Splendourpower' (67-100 power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Arcane/Master/Psionic Power 67.0 - 100.5 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +16 light +8 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: dps ---------- Acc +20 (+5 eff.) ----- def ----- Defense +21 (+7 eff.) Resists +15% light Disarm- +50% Massive two-handed mauls. |
caustic voratun greatsword of evisceration (62-99 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego++] Nature/Master Power 62.0 - 99.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +35 acid +41 nature On Crit: * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +19.0% Phys.pwr +14 (+3 eff.) Res.pen +30% acid +10% nature Apr +16 Massive two-handed swords. |
Relgerab (34-47 power, 5 apr)3.0 T4 longsword 1H weapon [Rare] Psionic Power 33.5 - 46.9 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +15 darkness Against +13% Living While equipped: Stats +5 Con dps ---------- Dmg.mod +12% physical ----- def ----- Defense +15 (+5 eff.) Max.HP +40.00 Silence- +20% Disarm- +20% Confus- +20% Sharp, long, and deadly. |
elemental voratun mace (46-65 power, 6 apr)3.0 T5 mace 1H weapon [Ego+] Arcane Power 46.5 - 65.1 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +21% lightning Res.pen +21% lightning Blunt and deadly. |
Lightningblack (38-53 power, 6 apr)3.0 T5 waraxe 1H weapon [Rare] Master Power 38.0 - 53.2 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +8 darkness On Crit.r2 +16 lightning On Crit: * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +15.0% Mind.crit +3% Phys.pwr +11 (+3 eff.) Dmg.mod +9% lightning Res.pen +25% lightning ----- def ----- Resists +18% lightning ---------- misc Hate/m.crit +2.00 One-handed war axes. |
balanced voratun waraxe of disruption (38-54 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Disrupt/Master Power 38.5 - 53.9 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Against +23% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Acc +11 (+3 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +50% One-handed war axes. |
elemental voratun waraxe of rage (41-57 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Arcane/Master Power 41.0 - 57.4 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 lightning damage (1/turn) While equipped: Stats +6 Str dps ---------- Dmg.mod +12% lightning +9% physical Res.pen +19% lightning Acc +10 (+2 eff.) One-handed war axes. |
stormbringer's voratun waraxe of enduring (38-54 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Nature Power 38.5 - 53.9 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +10 lightning +22 cold While equipped: Stats +14 Con +8 Wil dps ---------- Mov.spd +22% Res.pen +18% lightning +18% cold ----- def ----- Max.HP +89.00 One-handed war axes. |
truestriking voratun waraxe (39-55 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Master Power 39.0 - 54.6 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +19 (+5 eff.) Apr +6 One-handed war axes. |
voratun waraxe 'Blazegore' (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon [Rare] Disrupt Power 40.0 - 56.0 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 lightning On Hit: * 25 arcane resource burn While equipped: dps ---------- Res.pen +20% lightning On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +12% acid +15% light +9% darkness Spell.save +18 (+5 eff.) One-handed war axes. |
truestriking dwarven-steel dagger (22-29 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 22.0 - 28.6 Physical Uses 40% Wil, 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +11% physical Acc +11 (+3 eff.) Apr +7 Sharp, short and deadly. |
blazebringer's stralite dagger of vileness (30-38 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Arcane/Nature Power 29.5 - 38.4 Physical Uses 40% Wil, 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +16 blight On Crit.r2 +33 fire On Hit: * 14% chance to reduce strength, dexterity, and constitution by 5 While equipped: dps ---------- All.spd +8% Res.pen +13% fire Sharp, short and deadly. |
Kinetic Spike (38-49 power, 40 apr)1.0 T5 dagger 1H weapon [Unique] Psionic Power 38.0 - 49.4 Physical Uses 70% Wil, 40% Dex, 30% Str Acc+ +0.2% crit chance (max 25%) Apr +40 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.pwr +15 (+4 eff.) Res.pen +30% physical Acc +8 (+2 eff.) ---------- misc Masteries +0.20 Psionic/Augmented striking Fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage. Uses 9 power out of 10/10 A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
warbringer's voratun dagger of massacre (48-62 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Master Power 48.0 - 62.4 Physical Uses 40% Wil, 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Phys.pwr +11 (+3 eff.) Res.pen +6% physical ----- def ----- Disarm- +22% Sharp, short and deadly. |
Eyal's Will (22-24 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Disrupt Power 22.0 - 24.2 Nature Uses 100% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+4 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 3.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 64.99 slime damage for 13 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Strikepower (17-19 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Rare] Nature Power 17.0 - 18.7 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +12 blight +20 arcane On Hit.r1 +20 lightning While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +10% nature +30% lightning ----- def ----- Resists +9% blight +5% arcane Disease- +25% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative living mindstar of venom (16-18 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 16.5 - 18.2 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Cun dps ---------- Mind.crit +5% Crit.mult +21.00% Mind.pwr +10 (+2 eff.) Melee+ 14 acid Dmg.mod +16% acid Res.pen +13% acid ----- def ----- Resists +4% acid HP.reg +2.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
epiphanous living mindstar (16-18 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 16.5 - 18.2 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +9% Mind.pwr +14 (+3 eff.) Dmg.mod +21% mind ---------- misc Psi/m.crit +3.00 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. |
living mindstar of frost (17-19 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature Power 17.0 - 18.7 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 12 cold Dmg.mod +13% cold Res.pen +4% cold ----- def ----- Armour +13 Resists +8% cold ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
resonating living mindstar of frost (18-19 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 17.5 - 19.2 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 12 cold Dmg.mod +2% mind +12% cold Res.pen +7% mind +15% cold ----- def ----- Armour +16 Resists +6% mind +14% cold Dmg.Resnn +7% ---------- misc Psi/ret +1.10 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. |
warden's dwarven-steel steamgun of fire4.0 T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Arcane/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +10 fire Uses 2.0 Steam While equipped: Stats +3 Mag dps ---------- Dmg.mod +7% temporal +13% fire +8% physical Res.pen +6% temporal +8% physical ---------- misc Reload +3 Masteries +0.10 Chronomancy/Bow Threading Instant Weapon Swap Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
stormbringer's stralite steamgun of enduring4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot Steam Pool [Ego++] Nature/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Crit.r2 +16 lightning +24 cold Uses 2.0 Steam While equipped: Stats +8 Con +10 Wil dps ---------- Mov.spd +37% Res.pen +17% lightning +17% cold ----- def ----- Max.HP +73.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
penetrating voratun steamgun of lightning4.0 T5 steamgun 1H weapon Reqs Dex 48 Shoot Steam Pool [Ego+] Arcane/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +22 lightning Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +22% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
runic voratun steamgun of true flight4.0 T5 steamgun 1H weapon Reqs Dex 48 Shoot Steam Pool [Ego++] Arcane/Master/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Hit: 10% Arcane Vortex 5 Uses 2.0 Steam While equipped: Stats +5 Mag dps ---------- Phys.crit +13.0% Spell.pwr +10 (+3 eff.) Dmg.mod +8% arcane Acc +9 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
sentry's pouch of dwarven-steel shots of accuracy (42/46, 40-48 power, 10 apr)3.0 T3 shot ammo [Ego+] Arcane/Master Power 40.0 - 48.0 Physical Uses 40% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +11 Apr +10 Crit +5.0% Capacity 46 Rld cld 4 Shots are used with slings to pummel your foes to death. |
barbed pouch of voratun shots of grasping (18/21, 64-76 power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Ego++] Nature/Master Power 63.5 - 76.2 Physical Uses 40% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +18.0% Capacity 21 On Hit: * 20% chance to create vines that bind the target to the ground dealing 275 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
barbed pouch of voratun shots of wind (17/21, 65-78 power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Ego+] Nature/Master Power 65.0 - 78.0 Physical Uses 40% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +17.0% Capacity 21 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 188 physical damage On Crit: * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
impervious voratun shield of patience (0 def, 14 armour, 66-80 power, 274.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 66.5 - 79.8 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +274 While equipped: Stats +5 Con ----- def ----- Armour +14 Fatigue +8% Resists +20% temporal Phys.save +13 (+3 eff.) ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 26 cooldown Level 5.0 Pwr.cost 26 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (197) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
windwalling voratun shield of crushing (0 def, 10 armour, 73-88 power, 202 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Master/Psionic When used to Attack: Power 73.0 - 87.6 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +202 Melee+ +20 physical On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Wil dps ---------- Phys.crit +11.0% Phys.pwr +15 (+4 eff.) ----- def ----- Armour +10 Fatigue +8% Resists +15% physical Shield.near.proj +71 Proj.slow +29% ---------- misc Talents +1 Block Handheld deflection devices. |
fearwoven elven-silk robe of alchemy (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+2 eff.) Dmg.mod +11% acid +37% physical +13% darkness +15% cold +18% fire Res.pen +7% darkness +9% physical ----- def ----- Resists +20% acid +17% physical +20% fire +15% cold +15% all ---------- misc Max.hate +14.00 Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+1 eff.) ----- def ----- Resists +10% blight +15% all Mind.save +20 (+5 eff.) Max.HP +69.00 HP.reg +4.80 Heal.mod +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
psion's elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +9 (+2 eff.) Dmg.mod +15% mind Res.pen +11% mind ----- def ----- Resists +6% blight +15% all Max.HP +58.00 HP.reg +4.70 Heal.mod +16% ---------- misc Psi/turn +0.82 Max.psi +24.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's elven-silk robe of fire (+28%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane/Nature While equipped: Stats +5 Cun dps ---------- Spell.crit +8% Spell.pwr +6 (+2 eff.) Dmg.mod +19% fire +24% light +20% darkness ----- def ----- Resists +15% all +28% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
sunsealed elven-silk robe of Linaniil (5 def, 7 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +7 Mag dps ---------- Spell.crit +11% Spell.pwr +30 (+6 eff.) Dmg.mod +24% light ----- def ----- Armour +7 Defense +5 (+1 eff.) Resists +7% darkness +10% light +15% all Max.HP +62.00 ---------- misc Mana/turn +0.24 Max.mana +72.00 Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Death's Embrace (18 def, 18 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+3 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+6 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 22, based on Cunning and Magic) for 10 turns. Uses 43 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 hero (20 def, 8 armour)9.0 T5 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +7 Str +4 Dex +7 Mag +6 Wil +6 Cun ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% Max.HP +54.00 A suit of armour made of leather. |
nimble drakeskin leather armour of command (42 def, 14 armour)9.0 T5 light armor [Ego++] Master/Psionic While equipped: Stats +5 Cun +7 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +14 Defense +42 (+12 eff.) Fatigue +8% Mind.save +13 (+3 eff.) A suit of armour made of leather. |
nimble drakeskin leather armour of thunder (33 def, 8 armour)9.0 T5 light armor [Ego++] Arcane/Master While equipped: Stats +7 Str +9 Dex +5 Mag +8 Wil dps ---------- Phys.crit +6.0% Spell.crit +7% Mind.crit +7% Phys.pwr +17 (+4 eff.) Spell.pwr +21 (+5 eff.) Mind.pwr +12 (+3 eff.) Mov.spd +20% ----- def ----- Armour +8 Defense +33 (+10 eff.) Fatigue +8% Resists +15% lightning A suit of armour made of leather. |
enlightening dwarven-steel mail armour of natural resilience (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Disrupt/Psionic While equipped: Stats +5 Cun +6 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +15% nature +12% blight D.Red.from +9% Unnatural Mind.save +15 (+3 eff.) A suit of armour made of mail. |
cleansing stralite mail armour of the deep (4 def, 12 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +12 Defense +4 (+1 eff.) Fatigue +12% Resists +9% acid +7% cold +15% nature +10% blight ---------- misc Breathe water A suit of armour made of mail. |
enlightening stralite mail armour of implacability (4 def, 14 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +4 Cun +7 Wil ----- def ----- Armour +14 Defense +4 (+1 eff.) Fatigue +4% Phys.save +8 (+2 eff.) Mind.save +17 (+4 eff.) A suit of armour made of mail. |
rejuvenating voratun mail armour of Eyal (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Max.HP +33.00 HP.reg +12.80 Heal.mod +14% ---------- misc Stam/turn +1.70 A suit of armour made of mail. |
Aryrath the Flashwreck (0 def, 23 armour)17.0 T5 massive armor Reqs Massive armour training [Random Unique] Arcane/Master While equipped: dps ---------- Melee+ 15 acid 19 fire Res.pen +10% light Melee Ret 11 acid 14 fire ----- def ----- Armour +23 Fatigue +13% Resists +25% acid +9% temporal +22% fire +3% nature +30% cold Phys.save +13 (+3 eff.) Die.at -40.00 life Heal.mod +15% A suit of armour made of metal plates. |
balancing hardened leather belt of valiance1.0 T3 belt armor [Ego++] Master/Psionic While equipped: Stats +4 Dex +2 Wil +4 Cun dps ---------- Phys.crit +7.0% Mind.crit +8% ----- def ----- Mind.save +7 (+1 eff.) Max.HP +67.00 A belt that goes around your waist. |
Silynor the Lustrebane1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +6 Mag +9 Wil dps ---------- Spell.crit +5% Dmg.mod +21% light Melee Ret 4 mind ----- def ----- Resists +12% fire +6% mind +11% cold Anom.red +17 Max.HP +119.00 ---------- misc Max.mana +80.00 Max.stam +46.00 Max.hate +17.00 Max.psi +38.00 Max.vim +35.00 Max.P.En +36.00 Max.N.En +35.00 Light +3 A belt that goes around your waist. |
Radiance (15 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +25% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+5 eff.) Resists +30% light +30% darkness Res.Cap +10% light Talent.cat+ +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
resilient elven-silk cloak of fog (9 def, 0 armour)2.0 T5 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +9 (+3 eff.) Resists +17% light +18% fire Stealth +11 Max.HP +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick elven-silk cloak of the Shaloren (3 def, 10 armour)2.0 T5 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +3 Wil ----- def ----- Armour +10 Defense +3 (+1 eff.) Resists +24% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dour's kiss the pair of drakeskin leather boots (0 def, 11 armour)2.0 T5 feet armor [Rare] Master While equipped: Stats +14 Lck +7 Dex dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +6% darkness +6% physical Melee Ret 8 physical ----- def ----- Armour +11 Resists +6% physical Stealth +11 ---------- misc Max.stam +30.00 A pair of boots made of leather. |
dreamer's pair of drakeskin leather boots of disengagement (0 def, 5 armour)2.0 T5 feet armor [Ego++] Master/Psionic While equipped: Stats +3 Dex +5 Wil +7 Cun ----- def ----- Armour +5 Phys.save +12 (+3 eff.) Spell.save +11 (+3 eff.) Mind.save +9 (+2 eff.) Disengage: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 93% 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 iron boots of invasion (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +4 (+1 eff.) Res.pen +7% physical ----- def ----- Armour +3 Fatigue +2% 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 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc 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 28 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. |
blood-soaked pair of voratun boots of rushing (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +4 Con dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) Apr +6 ----- def ----- Armour +5 Fatigue +4% Rush: Puts all charms on 22 cooldown Level 2.6 Pwr.cost 22 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
heroic drakeskin leather gloves of dexterity (+3) (0 def, 7 armour)1.0 T4 hands armor [Ego+] Master While equipped: Stats +3 Dex dps ---------- Acc +16 (+4 eff.) ----- def ----- Armour +7 Mind.save +11 (+2 eff.) Max.HP +58.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (4 def, 5 armour)1.5 T4 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.crit +12% Mind.pwr +10 (+2 eff.) Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Armour +5 Defense +4 (+1 eff.) Spell.save +10 (+3 eff.) Max.HP +80.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
voratun gauntlets 'Heatriver' (0 def, 8 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +3 Con dps ---------- Mind.pwr +4 (+1 eff.) Melee+ 11 mind 19 darkness Dmg.mod +9% blight +9% fire Melee Ret 8 blight 10 fire On Hit (Melee): * 21% chance to reduce all saves and defense by 40 ----- def ----- Armour +8 Fatigue +5% Phys.save +20 (+5 eff.) Spell.save +8 (+2 eff.) Mind.save +1 (+0 eff.) Max.HP +51.00 Disarm- +25% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
thaloren rough leather cap of ire (0 def, 1 armour)2.0 T1 head armor [Ego++] Master While equipped: Stats +2 Str +3 Wil +2 Con ----- def ----- Armour +1 Fatigue +1% Resists +7% blight Phys.save +6 (+2 eff.) Mind.save +14 (+3 eff.) Battle Cry: Puts all charms on 24 cooldown Level 2.6 Pwr.cost 24 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 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. |
catburglar's drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +4 Dex ----- def ----- Armour +5 Fatigue +5% Resists +13% darkness ---------- misc Infravis +5 A cap made of leather. |
dragonslayer's drakeskin leather cap of knowledge (0 def, 5 armour)2.0 T5 head armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +9% fire +10% lightning +11% cold A cap made of leather. |
stabilizing drakeskin leather cap of the depths (0 def, 5 armour)2.0 T5 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +19% cold Phys.save +24 (+6 eff.) ---------- misc Breathe water A cap made of leather. |
thaloren drakeskin leather cap of ire (0 def, 5 armour)2.0 T5 head armor [Ego++] Master While equipped: Stats +4 Str +3 Wil +4 Con ----- def ----- Armour +5 Fatigue +5% Resists +10% blight Phys.save +14 (+4 eff.) Mind.save +20 (+5 eff.) Battle Cry: Puts all charms on 24 cooldown Level 2.6 Pwr.cost 24 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 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. |
warlord's drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Ego+] Nature While equipped: Stats +4 Str +4 Wil dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +10% physical Phys.save +10 (+3 eff.) A cap made of leather. |
Crown of Command (3 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 51 out of 60/60. Range melee/personal 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 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
5 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 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
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. |
3 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. |
4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
6 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
6 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 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 85 power out of 100/100 The very essence of bearness! |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 85 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 85 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+5 eff.) 10% chance when hit to absorb the whole blow. This effect has a 30 turn cooldown. 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. |
Rainstrider the voratun pickaxe (dig speed 7 turns)3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.crit +3.0% Crit.mult +5.00% Dmg.mod +3% cold Res.pen +20% physical Melee Ret 8 cold ----- def ----- Resists +13% darkness Affinity +15% darkness ---------- misc Infravis +9 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 253.76 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 22 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
stralite torque of psionic shield [power 119] (22 cooldown)2.0 T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 119 for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
cleansing dragonbone wand of conjuration [power 475] (13 cooldown)2.0 T5 wand charm [Ego+] Arcane Fire a magical bolt dealing 494 lightning damage Puts all charms on 13 cooldown 100% to cleanse 2 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. |
powerful dragonbone wand of conjuration [power 405] (13 cooldown)2.0 T5 wand charm [Ego+] Arcane Fire a magical bolt dealing 421 lightning damage Puts all charms on 13 cooldown 100% to increase all damage by 22% 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: "The Illusory Castle"2.0 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. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Stori the Dwarf Bulwark level 37
10th Steel 124th year of Ascendancy at 15:27 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Stori the Dwarf Bulwark level 28
6th Dearth 123rd year of Ascendancy at 05:27 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Stori the Dwarf Bulwark level 23
28th Steel 123rd year of Ascendancy at 19:06 see stats
Arachnophobia
Destroyed the spydric menace.By Stori the Dwarf Bulwark level 40
34th Steel 124th year of Ascendancy at 22:33 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 Stori the Dwarf Bulwark level 41
5th Voratun 124th year of Ascendancy at 11:11 see stats
Ay ay captain!
Turn into a pirate!By Stori the Dwarf Bulwark level 22
20th Steel 123rd year of Ascendancy at 13:17 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Stori the Dwarf Bulwark level 47
40th Dearth 124th year of Ascendancy at 17:05 see stats
Brave new world
Went to the Far East and took part in the war.By Stori the Dwarf Bulwark level 39
31st Steel 124th year of Ascendancy at 18:38 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Stori the Dwarf Bulwark level 33
4th Iron 124th year of Ascendancy at 17:10 see stats
Catch that Plumpkin!
Finish the Plumpkin event.By Stori the Dwarf Bulwark level 44
6th Wealth 124th year of Ascendancy at 10:11 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Stori the Dwarf Bulwark level 15
13rd Loss 122nd year of Ascendancy at 08:01 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Stori the Dwarf Bulwark level 38
28th Steel 124th year of Ascendancy at 17:35 see stats
Deus Ex Machina
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 Stori the Dwarf Bulwark level 43
31st Profit 124th year of Ascendancy at 10:59 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Stori the Dwarf Bulwark level 31
5th Shortage 123rd year of Ascendancy at 20:48 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Stori the Dwarf Bulwark level 36
5th Steel 124th year of Ascendancy at 09:00 see stats
Earth Master
Killed Harkor'Zun.By Stori the Dwarf Bulwark level 19
3rd Steel 123rd year of Ascendancy at 02:46 see stats
Exterminator
Killed 1000 creatures.By Stori the Dwarf Bulwark level 18
25th Iron 123rd year of Ascendancy at 05:02 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Stori the Dwarf Bulwark level 28
13rd Dearth 123rd year of Ascendancy at 02:53 see stats
Fear me not!
Survived the Fearscape!By Stori the Dwarf Bulwark level 28
15th Dearth 123rd year of Ascendancy at 20:49 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Stori the Dwarf Bulwark level 28
6th Dearth 123rd year of Ascendancy at 00:43 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Stori the Dwarf Bulwark level 42
5th Voratun 124th year of Ascendancy at 15:15 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 Stori the Dwarf Bulwark level 31
23rd Loss 123rd year of Ascendancy at 15:00 see stats
Level 10
Got a character to level 10.By Stori the Dwarf Bulwark level 10
33rd Dearth 122nd year of Ascendancy at 16:17 see stats
Level 20
Got a character to level 20.By Stori the Dwarf Bulwark level 20
3rd Steel 123rd year of Ascendancy at 21:46 see stats
Level 30
Got a character to level 30.By Stori the Dwarf Bulwark level 30
29th Dearth 123rd year of Ascendancy at 19:25 see stats
Level 40
Got a character to level 40.By Stori the Dwarf Bulwark level 40
34th Steel 124th year of Ascendancy at 18:22 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Stori the Dwarf Bulwark level 28
11st Dearth 123rd year of Ascendancy at 01:50 see stats
Poisonous
Sided with the assassin lord.By Stori the Dwarf Bulwark level 24
42nd Steel 123rd year of Ascendancy at 18:19 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Stori the Dwarf Bulwark level 27
18th Wealth 123rd year of Ascendancy at 23:21 see stats
Size matters
Did over 600 damage in one attack.By Stori the Dwarf Bulwark level 28
15th Dearth 123rd year of Ascendancy at 19:14 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Stori the Dwarf Bulwark level 39
28th Steel 124th year of Ascendancy at 18:56 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Stori the Dwarf Bulwark level 5
18th Voratun 122nd year of Ascendancy at 22:26 see stats
The Arena
Unlocked Arena mode.By Stori the Dwarf Bulwark level 8
29th Dearth 122nd year of Ascendancy at 08:54 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Stori the Dwarf Bulwark level 28
6th Dearth 123rd year of Ascendancy at 05:27 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Stori the Dwarf Bulwark level 21
14th Steel 123rd year of Ascendancy at 10:51 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Stori the Dwarf Bulwark level 43
23rd Voratun 124th year of Ascendancy at 07:45 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Stori the Dwarf Bulwark level 26
16th Wealth 123rd year of Ascendancy at 14:18 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Stori the Dwarf Bulwark level 17
20th Iron 123rd year of Ascendancy at 09:40 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Stori the Dwarf Bulwark level 36
6th Steel 124th year of Ascendancy at 10:37 see stats
Log
Saving done.
Resting starts...
Talent Assault is ready to use.
Talent Shield Pummel is ready to use.
Talent Antimagic Shield is ready to use.
Stori activates Antimagic Shield.
Talent Shield Slam is ready to use.
Talent Daunting Presence is ready to use.
Stori activates Daunting Presence.
Talent Shield Wall is ready to use.
Stori activates Shield Wall.
Talent Infusion: Wild is ready to use.
Talent Vitality is ready to use.
Talent Antimagic Zone is ready to use.
Talent Sudden Growth is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Infusion: Wild Growth is ready to use.
Talent Conversion is ready to use.
Talent Shattering Impact is ready to use.
Stori activates Shattering Impact.
Rested for 31 turns (stop reason: all resources and life at maximum).
--------------------------------
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
There is a Entrance to Gorbat Pride bastion here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Orcs patrol has regained its confidence.
You are sent back to the material plane!



























































































































































