











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | Forbidden Cults 1.6.0Official 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.
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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 1.6.0Donators/Buyers bonus! Better Item Description 1.6.0This 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 Ashes of Urh'Rok 1.6.0Official 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:
Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Krog |
| Class | Wyrmic |
| Level / Exp | 32 / 49% |
| Size | huge |
| Lifes / Deaths | Killed by skeleton warrior at level 19 on the 70th Haze 122nd year of Ascendancy at 00:13 5 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 148 (base 60) |
| Dexterity | 26 (base 10) |
| Constitution | 30 (base 18) |
| Magic | 8 (base 10) |
| Willpower | 105 (base 60) |
| Cunning | 17 (base 10) |
Resources
| Life | 1184/1184 |
| Stamina | 452/452 |
| Equilibrium | 62 |
| Healing Factor | 1.61 |
| Regeneration | 27.585461516291 |
Speed
| Mental | +12.02863780958% |
| Attack | +12.02863780958% |
| Movement | +35.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
Offense: Mainhand
| Damage | 188 |
| Accuracy | 51 |
| Crit Chance | 19% |
| APR | 6 |
| Speed | 0.89 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 9% |
| Speed | 0.8926289023524 |
Offense: Damage Bonus
| Acid | +8% |
| Blight | +8% |
| Physical | +14% |
| Cold | +8% |
| All | +2% |
| Darkness | +8% |
| Light | +12% |
| Lightning | +17% |
| Fire | +14% |
| Nature | +12% |
Offense: Damage Penetration
| Acid | +6% |
| Blight | +6% |
| Physical | +28% |
| Cold | +6% |
| All | 0% |
| Darkness | +6% |
| Lightning | +6% |
| Mind | +5% |
| Fire | +6% |
| Nature | +6% |
Defense: Base
| Armour (hardiness) | 54.221934596003 (81.030927835052%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 0 |
| Physical Save | 47 |
| Spell Save | 37 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Blight | + 19%( 70%) |
| Arcane | + 20%( 70%) |
| Cold | + 69%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 55%( 70%) |
| Light | + 50%( 70%) |
| Temporal | + 17%( 70%) |
| Physical | + 32%( 70%) |
| Lightning | + 70%( 70%) |
| Fire | + 52%( 70%) |
| Nature | + 57%( 70%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Bleed Resistance | 60% |
| Confusion Resistance | 25% |
| Stun Resistance | 60% |
| Knockback Resistance | 21% |
| Instadeath Resistance | 100% |
| Blind Resistance | 9% |
Inscriptions (3/3)
| 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 658 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 250 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.50 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Icy Skin |
| talent | Antimagic Shield |
| beneficial effect | You gain 31% resistance against nature and fire. Resolve |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | 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 successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Heart of the Gloom. Escort: worried loremaster (level 1 of Heart of the Gloom)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 290. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed length of troll intestine. * You've found the needed ice ant stinger. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed snow giant kidney. * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of fire wyrm saliva. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Hanodil' (0 def, 4 armour)3.0 T3 feet armor [Rare] Psionic While equipped: Stats +2 Dex +5 Wil +2 Cun +4 Con dps ---------- Mind.pwr +30 (+8 eff.) Res.pen +5% mind +7% physical ----- def ----- Armour +4 Fatigue +3% ---------- misc Light +2 Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 34 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 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.(154 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Daimedodil (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +17 Str +12 Dex +12 Wil +3 Cun dps ---------- Phys.pwr +11 (+3 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +12% physical +14% light +20% darkness Phys.save +13 (+5 eff.) Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 999.8 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| On hands | cinder voratun gauntlets of the verdant (0 def, 3 armour)1.5 T4 hands armor [Ego+] Nature/Disrupt While equipped: dps ---------- Melee+ 15 fire Dmg.mod +6% fire ----- def ----- Armour +3 Fatigue +5% Resists +9% blight +6% fire +11% darkness +11% arcane Affinity +12% nature Spell.save +15 (+6 eff.) ---------- misc Masteries +0.20 Wild-gift/Antimagic Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
| On fingers | titan's copper ring of clarity0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Confus- +25% Rings can have magical properties. |
| On fingers | Stormmaim the voratun ring0.1 T5 ring jewelry [Rare] Master While equipped: Stats +2 Cun dps ---------- Mov.spd +24% Dmg.mod +6% lightning Acc +11 (+4 eff.) ----- def ----- Defense +12 (+6 eff.) Resists +15% cold Mind.save +6 (+3 eff.) HP.reg +4.00 Cut- +20% ---------- misc Equi/ret +0.16 Blinding Speed: Puts all charms on 40 cooldown Level 3.9 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 37% for 5 turns. Rings can have magical properties. |
| Around neck | grounding copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Heal.mod +11% Cut- +40% Stun/Frz- +20% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 307 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | Shockspawn the voratun waraxe (55-77 power, 6 apr)3.0 T5 waraxe 1H weapon [Rare] Master Power 55.0 - 77.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 fire On Hit.r1 +16 lightning +8 fire While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Resists +3% lightning +9% fire +6% cold One-handed war axes. |
| Around waist | Bethosenor the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +8 Str dps ---------- Crit.mult +15.00% Dmg.mod +6% physical Res.pen +15% physical Melee Ret 6 mind ----- def ----- Resists +8% lightning +8% temporal Die.at -80.00 life ---------- misc Max.psi +50.00 A belt that goes around your waist. |
| In off hand | windwalling dwarven-steel shield of cold resistance (+11%) (0 def, 6 armour, 29.5-35.4 power, 87.5 block)7.0 T3 shield armor [Ego+] Master/Psionic When used to Attack: Power 29.5 - 35.4 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +88 Melee+ +15 physical While equipped: Stats +3 Wil ----- def ----- Armour +6 Fatigue +8% Resists +18% cold +11% physical Shield.near.proj +21 Proj.slow +13% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | cashmere cloak 'Branichik' (12 def, 4 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Crit.mult +20.00% Acc +22 (+7 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +4 Defense +12 (+6 eff.) Fatigue -6% Max.HP +58.00 ---------- misc Max.stam +21.00 Max.psi +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Thalore-Wood Cuirass (4 def, 12 armour)12.0 T2 massive armor [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+2 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Inventory
heroism infusion of the titan (die at -482; dur 8; cd 26)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 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 8 turns. While Heroism is active, you will only die when reaching -482 life. The duration and life will increase by 1% for every 1% life you have lost (currently 482 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. 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 890%; 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 890% 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. |
movement infusion of the psychic (speed 740%; cd 12)0.1 infusion scroll [Ego] 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 increase movement speed by 740% 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. |
movement infusion of the sneak (speed 571%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 571% 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 Cunning stat. 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 warrior (speed 952%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 952% 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. 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 warrior (speed 1033%; 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 1033% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 326; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 326 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the psychic (res 40%; magical; dur 4; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 40% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the sneak (res 19%; physical; dur 3; 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 cure yourself of one random physical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the warrior (res 49%; mental; dur 4; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 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 49% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the warrior (res 45%; mental; dur 2; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 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 45% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the wizard (res 21%; physical; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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 |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.6 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 323 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+6 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Murkonslaught the stralite amulet0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +21% cold Res.pen +15% nature Melee Ret 4 nature ----- def ----- Resists +9% acid +18% temporal Spell.save +18 (+7 eff.) Pinning- +33% Knockbk- +28% Amulets can have magical properties. |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Treemire0.1 T5 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +10% nature Melee Ret 10 light On Hit (Melee): * 20% chance to slow global speed by 62% ----- def ----- Resists +6% blight +8% physical +9% nature +12% temporal ---------- misc Stam/turn +1.00 Amulets can have magical properties. |
Yvilraba0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Cun ----- def ----- Resists +9% lightning +18% fire Crit.dmg- 10.00% Phys.save +9 (+3 eff.) ---------- misc Stam/turn +3.00 Amulets can have magical properties. |
clarifying copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +12% mind Confus- +22% Amulets can have magical properties. |
cleansing gold amulet of willpower (+5)0.1 T3 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +5 Wil ----- def ----- Resists +15% nature +11% blight Poison- +24% Disease- +25% Amulets can have magical properties. |
copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets can have magical properties. |
gold amulet0.1 T3 amulet jewelry [Normal] Amulets can have magical properties. |
gold amulet of perfection (0.27 Wild-gift / Cold drake aspect,0.27 Wild-gift / Call of the wild)0.1 T3 amulet jewelry [Ego+] Master While equipped: ---------- misc Masteries +0.27 Wild-gift/Cold drake aspect +0.27 Wild-gift/Call of the wild Amulets can have magical properties. |
starlit copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +11% light +11% darkness Blind- +21% Amulets can have magical properties. |
vitalizing gold amulet of dexterity (+4)0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +4 Dex +3 Con ----- def ----- Phys.save +8 (+3 eff.) Max.HP +35.00 HP.reg +3.00 Amulets can have magical properties. |
vitalizing steel amulet of dexterity (+3)0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +3 Dex +3 Con ----- def ----- Phys.save +7 (+3 eff.) Max.HP +30.00 HP.reg +3.00 Amulets can have magical properties. |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Tulaldir the Blacksaw0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +5 Dex +3 Con dps ---------- Mind.crit +2% Crit.mult +10.00% Mind.pwr +10 (+3 eff.) Dmg.mod +17% cold Res.pen +15% mind Melee Ret 4 mind 2 darkness ----- def ----- Resists +34% cold Rings can have magical properties. |
marksman's gold ring of corrosion (+24%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +12% acid Acc +8 (+3 eff.) ----- def ----- Resists +24% acid Rings can have magical properties. |
psionicist's gold ring of lightning (+30%)0.1 T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +30% lightning Mind.save +10 (+4 eff.) Rings can have magical properties. |
savior's gold ring of clarity0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Phys.save +9 (+3 eff.) Spell.save +9 (+4 eff.) Mind.save +18 (+7 eff.) Confus- +28% Rings can have magical properties. |
steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +22% Pinning- +22% Knockbk- +26% Rings can have magical properties. |
titan's steel ring of perseverance0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) HP.reg +3.00 Stun/Frz- +25% Rings can have magical properties. |
treant's copper ring0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +5% nature +5% blight Poison- +11% Disease- +12% Rings can have magical properties. |
warrior's stralite ring of perseverance0.1 T4 ring jewelry [Ego] Master While equipped: Stats +6 Str ----- def ----- Armour +12 HP.reg +1.00 Stun/Frz- +32% Rings can have magical properties. |
enhanced stralite battleaxe of crippling (46-69 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego++] Nature/Master Power 46.0 - 69.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +10 Str +10 Dex +5 Mag +14 Wil +10 Cun +10 Con dps ---------- Phys.crit +13.0% Massive two-handed battleaxes. |
Moon (10-13 power, 0 apr)1.0 T3 dagger 1H weapon Reqs Cun 24 [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Str, 20% Dex Acc+ +0.3% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Shantiz the Stormblade (15-19.5 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Star (10-13 power, 0 apr)1.0 T3 dagger 1H weapon Reqs Cun 24 [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Str, 20% Dex Acc+ +0.3% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Spellcrusher (32-48 power, 4 apr)5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 32.0 - 48.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+6 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
voratun greatmaul 'Burnwisp' (68.5-102.75 power, 4 apr)5.0 T5 greatmaul 2H weapon [Rare] Nature Power 68.5 - 102.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +12 fire While equipped: Stats +3 Mag +16 Wil +3 Cun +16 Con dps ---------- Melee Ret 4 fire ----- def ----- Max.HP +65.00 ---------- misc Infravis +3 See.Invis +18 Massive two-handed mauls. |
Genocide (42-67.2 power, 4 apr)3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)12.0 T3 greatsword 2H weapon Reqs Cun 18 [Unique] Psionic Power 49.0 - 78.4 Physical Uses 129% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
dwarven-steel mace of enduring (27-37.8 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Nature Power 27.0 - 37.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +8 Con +8 Wil ----- def ----- Max.HP +39.00 Blunt and deadly. |
Eye of Winter (8-8.8 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
Eldoral Last Resort4.0 T3 sling 1H weapon Reqs Shoot [Unique] Master Acc+ +0.2% base dam (max 20%) Atk.spd 143% Range +10 While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +15% physical ---------- misc Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
Crystal Shard (16-19.2 power, 4 apr, physical element)5.0 T2 staff 2H weapon Reqs Mag 20 [Unique] Arcane Power 16.0 - 19.2 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+6 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Plague-Fire Sceptre (24-28.8 power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Power 24.0 - 28.8 Fire Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+10 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
Staff of Absorption7.0 staff 2H weapon Reqs Mag 40 [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 100% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+8 eff.) Acc +20 (+7 eff.) Absorb energies. Uses 1000 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Sleetgore (31-43.4 power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Master Power 31.0 - 43.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +3 Mag dps ---------- Crit.mult +15.00% Spell.pwr +10 (+5 eff.) S.pwr/crit +4 Dmg.mod +6% arcane Res.pen +25% cold +9% physical Acc +17 (+6 eff.) Apr +10 ---------- misc Max.mana +40.00 Max.vim +10.00 One-handed war axes. |
Anosin the Moldmaster1.0 T3 belt armor [Random Unique] Disrupt/Master While equipped: Stats +5 Cun +3 Dex dps ---------- Phys.crit +10.0% Mind.crit +6% Dmg.mod +12% physical Res.pen +7% physical On Hit (Melee): * 20% chance to slow global speed by 62% ----- def ----- Resists +8% acid +9% temporal +6% light +6% blight A belt that goes around your waist. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
hardened leather belt 'Hailhacker'1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Str +1 Wil +4 Con dps ---------- Mind.crit +2% Crit.mult +20.00% Phys.pwr +8 (+2 eff.) Dmg.mod +9% mind +3% cold ----- def ----- Phys.save +9 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
monstrous hardened leather belt1.0 T3 belt armor [Ego+] Nature While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Phys.save +8 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Ethereal Embrace (10 def, 0 armour)2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+5 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 2.0 Pwr.cost 28 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 27.92 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
linen cloak 'Lightravage' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +20% lightning +5% light ----- def ----- Defense +1 (+0 eff.) Resists +3% light +3% acid Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+0 eff.) Resists +10% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. It was hardened by the digestive sack. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Cinderfeet (3 def, 5 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+1 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 5 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Poritha the Torchtrial (0 def, 12 armour)2.0 T5 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% light +9% fire Res.pen +15% cold Melee Ret 4 fire ----- def ----- Armour +12 Resists +9% fire +9% light +18% cold ---------- misc Infravis +2 A pair of boots made of leather. |
Cholegar the Obsidiandare (0 def, 5 armour)1.5 T4 hands armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Acc +15 (+5 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- def ----- Armour +5 Fatigue +5% Resists +6% blight Spell.save +6 (+3 eff.) Cut- +20% Disarm- +20% Knockbk- +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 T3 hands armor [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
corrosive iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+1 eff.) Melee+ 6 acid Dmg.mod +3% acid ----- def ----- Armour +1 Fatigue +1% Resists +5% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Aletta's Diadem (0 def, 0 armour)2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 127.28 mind damage and cripples the target's higher mental functions, reducing cunning by 14 and confusing (32% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Corrupted Gaze (4 def, 8 armour)3.0 T4 head armor Reqs - Heavy armour training Mag 16 [Unique] Arcane While equipped: Stats +8 Mag +4 Wil +8 Cun dps ---------- Dmg.mod +20% blight Res.pen +10% blight Acc +10 (+3 eff.) ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +6% Resists +20% blight Disease- +50% ---------- misc See.Stealth +12 See.Invis +12 Masteries +0.30 Corruption/Vim On Spell Hit: 10% Vimsense 3 This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
Hat of Arcane Understanding (2 def, 0 armour)2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
bladed dwarven-steel helm of knowledge (0 def, 4 armour)3.0 T3 head armor [Ego++] Master/Psionic While equipped: Stats +4 Str +3 Wil +3 Cun dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 999.8 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Starcrack' (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: Stats +4 Str +3 Dex +7 Lck dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% ----- def ----- Armour +3 Fatigue +5% Resists +9% light +3% physical Def/telep +10 Res/telep +10% Dur/telep +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing rough leather cap of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+4 eff.) A cap made of leather. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Rainstoker the voratun mail armour (5 def, 18 armour)14.0 T5 heavy armor [Rare] Master While equipped: Stats +5 Str +2 Mag +12 Con dps ---------- Phys.crit +3.0% Phys.pwr +20 (+4 eff.) Res.pen +5% cold ----- def ----- Armour +18 Defense +5 (+2 eff.) Fatigue +12% Phys.save +3 (+1 eff.) Die.at -20.00 life Max.HP +91.00 A suit of armour made of mail. |
Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+5 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+5 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Floecrypt the steel plate armour (0 def, 14 armour)17.0 T2 massive armor [Random Unique] Arcane/Master While equipped: dps ---------- Melee+ 27 acid 25 fire Dmg.mod +9% temporal Res.pen +10% cold Melee Ret 23 acid 20 fire ----- def ----- Armour +14 Fatigue +16% Resists +35% acid +32% fire +6% nature +18% cold Phys.save +9 (+3 eff.) A suit of armour made of metal plates. |
Revenant (8 def, 20 armour)17.0 T3 massive armor [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+4 eff.) Fatigue +12% Phys.save +12 (+4 eff.) Spell.save +12 (+5 eff.) Mind.save +12 (+5 eff.) Silence- +20% Confus- +20% Pinning- +20% Stun/Frz- +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
stralite plate armour 'Chalondil' (5 def, 18 armour)17.0 T4 massive armor [Random Unique] Nature While equipped: Stats +5 Wil dps ---------- Phys.pwr +20 (+4 eff.) Dmg.mod +6% acid +6% physical Acc +20 (+7 eff.) ----- def ----- Armour +18 Defense +5 (+2 eff.) Fatigue +22% Resists +13% blight +10% cold +20% darkness +10% acid Die.at -20.00 life HP.reg +6.00 ---------- misc Stam/turn +1.70 Light +2 Breathe water A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.5% proc dam (max 250%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block)7.0 T4 shield armor [Unique] Arcane When used to Attack: Power 40.0 - 48.0 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +5.0% Block +180 While equipped: dps ---------- On shield block: * 30% chance of petrifying the attacker. ----- def ----- Armour +25 Defense +5 (+2 eff.) Rng.Def +10 (+5 eff.) Fatigue +12% Resists +10% acid +10% physical +10% lightning +10% fire ---------- misc Talents +1 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Wrathroot's Barkwood (9 def, 10 armour, 27.5-38.5 power, 60 block)7.0 T2 shield armor [Unique] Nature When used to Attack: Power 27.5 - 38.5 Physical Uses 150% Str Acc+ +2.5% proc dam (max 250%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+4 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
flaming stralite shield of shrapnel (0 def, 8 armour, 46-55.2 power, 137.5 block)7.0 T4 shield armor [Ego+] Nature/Master When used to Attack: Power 46.0 - 55.2 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +138 On Hit.r1 +15 fire While equipped: dps ---------- Melee+ 8 fire On shield block: * Cause enemies within radius 6 to bleed for 287 physical damage over 5 turns (1/turn) Melee Ret 6 fire ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
shocking dwarven-steel shield of arcane resistance (+13%) (0 def, 6 armour, 31-37.2 power, 84 block)7.0 T3 shield armor [Ego] Nature/Disrupt When used to Attack: Power 31.0 - 37.2 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +84 While equipped: dps ---------- Melee+ 16 lightning Melee Ret 4 lightning ----- def ----- Armour +6 Fatigue +8% Resists +13% arcane ---------- misc Talents +1 Block Handheld deflection devices. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
10 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
73 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
10 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. |
15 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
18 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
19 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Elatha (dig speed 12 turns)3.0 T5 digger tool [Rare] Master While equipped: Stats +3 Str +1 Wil dps ---------- Mind.pwr +20 (+5 eff.) Dmg.mod +6% mind ----- def ----- Armour +3 Defense +6 (+3 eff.) Resists +5% arcane +9% physical +6% light +18% fire Mind.save +12 (+5 eff.) Disarm- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of wreckage (dig speed 24 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +3 Str dps ---------- Apr +6 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 5.2 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Viperglean' (dig speed 37 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +4 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +6% nature Res.pen +10% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
7 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. |
4 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. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Cooldown Chill of the Tomb -2 Release a will o' the wisp that will explode against your foes for 140 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+2 eff.) Max.HP +41.00 Heal.mod +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye0.0 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
5 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. |
2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 241/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Growthworm (13/16, 53.5-64.2 power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Rare] Master Power 53.5 - 64.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +16.5% Capacity 16 Ranged+ +20 mind +16 nature On Hit.r1 +20 nature +8 mind On Crit.r2 +12 mind On Hit: * 20% chance to reduce all saves and defense by 34 On Crit: * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 84 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
dwarven-steel torque of gale force 'Hellcut' [power 165] (15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce armor by 9% ----- def ----- Resists +24% acid +15% fire +9% nature Project a gust of wind in a cone knocking enemies back 8 spaces and dealing 188 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
iron torque of psionic shield [power 23] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
piercing stralite torque of clear mind [power 3] (40 cooldown)2.0 T4 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 40 cooldown 100% to increase all damage penetration by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of summon tentacle 'Bokikath' [power 155] (25 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Res.pen +25% mind ----- def ----- Resists +3% blight Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 310 Base Damage: 163 Armor: 17 All Resist: 2 Puts all charms on 25 cooldown 100% to heal for 54. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of stinging 'Ce'Narenne' [power 336] (15 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +21% mind Res.pen +25% mind On Hit (Melee): * 20% chance to reduce armor by 9% * 20% chance to reduce all saves and defense by 34 ----- def ----- Resists +18% acid Sting an enemy dealing 376 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
18 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 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. |
12 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Against all odds
Killed Ukruk in the ambush.By Fardem the Krog Wyrmic level 31
40th Pyre 123rd year of Ascendancy at 01:16 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Fardem the Krog Wyrmic level 19
1st Decay 122nd year of Ascendancy at 20:25 see stats
Bringer of Doom
Killed a Bringer of Doom.By Fardem the Krog Wyrmic level 18
27th Haze 122nd year of Ascendancy at 02:31 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Fardem the Krog Wyrmic level 28
12nd Pyre 123rd year of Ascendancy at 11:37 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Fardem the Krog Wyrmic level 19
66th Haze 122nd year of Ascendancy at 14:06 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Fardem the Krog Wyrmic level 27
69th Regrowth 123rd year of Ascendancy at 15:23 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Fardem the Krog Wyrmic level 25
37th Regrowth 123rd year of Ascendancy at 15:42 see stats
Exterminator
Killed 1000 creatures.By Fardem the Krog Wyrmic level 17
24th Haze 122nd year of Ascendancy at 05:12 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Fardem the Krog Wyrmic level 21
23rd Regrowth 123rd year of Ascendancy at 07:38 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Fardem the Krog Wyrmic level 19
29th Haze 122nd year of Ascendancy at 02:24 see stats
Level 10
Got a character to level 10.By Fardem the Krog Wyrmic level 10
9th Mirth 122nd year of Ascendancy at 08:58 see stats
Level 20
Got a character to level 20.By Fardem the Krog Wyrmic level 20
1st Wintertide 123rd year of Ascendancy at 23:27 see stats
Level 30
Got a character to level 30.By Fardem the Krog Wyrmic level 30
36th Pyre 123rd year of Ascendancy at 21:31 see stats
Oozemancer
Destroyed the corrupted oozemancer.By Fardem the Krog Wyrmic level 32
50th Pyre 123rd year of Ascendancy at 23:09 see stats
Purely a Formality
Unlock a locked race or class while playing a character of that race/class.By Fardem the Krog Wyrmic level 27
56th Regrowth 123rd year of Ascendancy at 04:19 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Fardem the Krog Wyrmic level 14
61st Dusk 122nd year of Ascendancy at 22:20 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Fardem the Krog Wyrmic level 26
42nd Regrowth 123rd year of Ascendancy at 18:19 see stats
Size is everything
Did over 1500 damage in one attack.By Fardem the Krog Wyrmic level 27
69th Regrowth 123rd year of Ascendancy at 21:31 see stats
Size matters
Did over 600 damage in one attack.By Fardem the Krog Wyrmic level 22
28th Regrowth 123rd year of Ascendancy at 12:13 see stats
That was close
Killed your target while having only 1 life left.By Fardem the Krog Wyrmic level 17
24th Haze 122nd year of Ascendancy at 05:06 see stats
The Arena
Unlocked Arena mode.By Fardem the Krog Wyrmic level 11
10th Mirth 122nd year of Ascendancy at 14:41 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Fardem the Krog Wyrmic level 19
76th Haze 122nd year of Ascendancy at 08:23 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Fardem the Krog Wyrmic level 27
69th Regrowth 123rd year of Ascendancy at 08:43 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Fardem the Krog Wyrmic level 16
18th Haze 122nd year of Ascendancy at 09:49 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Fardem the Krog Wyrmic level 31
39th Pyre 123rd year of Ascendancy at 18:38 see stats
You were not supposed to see that!
Read a Forbidden Tome.By Fardem the Krog Wyrmic level 26
45th Regrowth 123rd year of Ascendancy at 02:38 see stats
Log
You gain 0.27 gold from the transmogrification of imbued elven-wood magestaff of might (25-30 power, 5 apr, lightning element).
You gain 0.31 gold from the transmogrification of cruel ash vilestaff of wizardry (15-18 power, 3 apr, fire element).
You gain 1.39 gold from the transmogrification of Murkstoker the dragonbone vilestaff (30-36 power, 6 apr, acid element).
You gain 0.23 gold from the transmogrification of creative pulsing mindstar of balance (12.5-13.75 power, 32 apr, nature damage).
You gain 0.26 gold from the transmogrification of balanced stralite mace of erosion (39-54.6 power, 5 apr).
You gain 1.42 gold from the transmogrification of Velida the Cinderjustice (22-30.8 power, 3 apr).
You gain 1.02 gold from the transmogrification of Gosta the Blazetaint (16-22.4 power, 3 apr).
You gain 1.43 gold from the transmogrification of Emiramira the stralite mace (34-47.6 power, 5 apr).
You gain 0.22 gold from the transmogrification of stralite longsword of shearing (33-46.2 power, 5 apr).
You gain 0.39 gold from the transmogrification of elemental stralite longsword of the mystic (35-49 power, 5 apr).
You gain 0.26 gold from the transmogrification of elemental iron longsword of shearing (10.5-14.7 power, 2 apr).
You gain 0.09 gold from the transmogrification of arcing stralite longsword of massacre (41-57.4 power, 5 apr).
You gain 0.20 gold from the transmogrification of ranger's elven-wood longbow of dexterity (+9).
You gain 0.10 gold from the transmogrification of flaming dwarven-steel greatsword of massacre (45-72 power, 2 apr).
You gain 0.35 gold from the transmogrification of elemental stralite greatsword of paradox (48.5-77.6 power, 3 apr).
You gain 0.06 gold from the transmogrification of arcing steel greatsword of massacre (36-57.6 power, 2 apr).
You gain 0.16 gold from the transmogrification of quick stralite dagger of massacre (33-42.9 power, 9 apr).
You gain 1.05 gold from the transmogrification of stralite battleaxe 'Dagintir' (57.5-86.25 power, 3 apr).
You gain 0.05 gold from the transmogrification of teleportation rune of the warrior (range 168; cd 11).
You gain 0.05 gold from the transmogrification of stormshield rune (threshold 39; blocks 2; dur 4; cd 16).
You gain 0.08 gold from the transmogrification of shielding rune (absorb 225; dur 5; cd 17).
You gain 0.13 gold from the transmogrification of blink rune of the warrior (range 8; phase 40; cd 16).
You gain 0.09 gold from the transmogrification of biting gale rune of the warrior (damage 450; dur 4; cd 18).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Fardem deactivates Antimagic Shield.
Fardem deactivates Icy Skin.
Fardem is no longer attuned.









































































































































































