Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Sapper 1.6.7DescriptionThis addon adds the Sapper as a playable class. As it is a Tinker, it will require Embers of Rage DLC to work. Sappers use their knowledge of steam weaponry to build construct that will fight your foes and destroy the walls of their lair. They have 9 class trees, including 4 locked ones : - Trapping (locked) They have 6 generic trees : DisclaimerPlease report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread : http://forums.te4.org/viewtopic.php?f=50&t=50995 Creditshttp://game-icons.net/ for all the talent and effect icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.2.1 : 1.2.0 : 1.1.0 : 1.0.2 : 1.0.1 : 1.0.0 : release ! Golem Speed Lock 1.3.0Adds an option to the Sher'Tul fortress butler to spend some fortress energy enhancing your golem to match your movement speed. Frequently Asked Questions: Interact with the Worm 1.3.0Adds new talent Interact with the Worm, allowing Writhing Ones from the Forbidden Cults DLC using the Demented/Friend of the Worm talent tree to manipulate their worm that walks' equipment and talents (and name) in a more convenient manner similar to Alchemists' Interact with the Golem talent. No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Shaman 1.6.7DescriptionThis addon adds the Shaman as a playable class. Shamans are masters of elemental magic attacks, mindpower based summons, or good old fashioned melee weapons. Shamans use both their weapon sets and are encouraged to switch during the battle to adapt to every situation. They start with the Shaman's Path talent, a passive that gives them bonus adapted to their weapon sets of choice. 6 unique class trees (3 locked) : 2 unique generic trees : With the exception of 4 talents, Shaman talents can appear on NPC. DisclaimerThis is my first addon and first coding project, I can promise I tested this addon as best I could, but that does not mean it is without bugs. Please report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread I will make. CreditsNefigah for loving the Shaman idea and helping me more than a little with the coding. Chewbacca for testing Shaman maybe more than me. Micbran for correcting my bad english. Rexorcorum for the pretty awesome spirits and totems tiles. Orange because his name is lucky :frog: :robot:. http://game-icons.net/ for all the icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.8 : - updated bark armor and yeti totem description to fit new crit shrug behavior (main game 1.6 changes) 1.0.7 : - nerfed snake/boar fetishes damage (turns out reapplying DoT so much gives way too big numbers) 1.0.6 : - nerfed bark armor shield at low TL/STR 1.0.5 : - Added an option for legacy spirit tiles due to popular request. Found under Game Options --> Shaman, enabling will display old spirit tiles (need to resummon the spirits) 1.0.4 : - Fixed fetish targeting not working if you aimed beyond their range 1.0.3 : - Elemental Spirits description fixed (was incorrectly stating it used raw levels) 1.0.2 : - Last tiles added, say hello to the new spirits ! 1.0.1 : tiles added for Wyrm totem and Bones totem. Shaman path correctly given to everyone at birth. Updated shaman path description to reflect the scaling. Emblazoned 1.3.0Adds additional fire and darkness trees for defiler classes, and the emblazoned class, who uses a mixture of them and Uhr'rok talents. Ashes of Urh'Rok 1.6.7Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Interact with the Mech 1.3.0Adds new talent Interact with the Mech, allowing Annihilators from the Embers of Rage DLC using the Steamtech/Mecharachnid talent tree to manipulate their mecharachnid's equipment and talents (and name) in a more convenient manner similar to Alchemists' Interact with the Golem talent. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Race: Mummy 1.6.0Adds Mummies as a new type of undead that cripple their enemies and overcome any obstacle. Embalming increases Strength and Willpower Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins. Mummies are initially locked, and unlock by defeating the Mummy Lord Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Faerie Race Temp Fix 1.5.2Adds in a playable Faerie Race. Mindslinger 1.6.2Adds the Mindslinger as a new, Yeek-only, Psionic subclass. New Talents: Psionic/Mindslinger: Psionic/Force: Psionic/Charge: More details in the forum thread. Icons from game-icons.net Class: Astromancer 1.6.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 TK Mindstars Are Weapons 1.5.0Modifies Beyond the Flesh and related talents so that telekinetically wielded mindstars are treated as weapons, attacking adjacent foes rather then pulling them in from afar. (One minor exception: the Kinetic Aura, Thermal Aura and Charged Aura talents still follow their original behaviour with mindstars, doing damage to adjacent enemies once per turn rather than extra damage per weapon hit; modifying this behavior was deemed too difficult. We Apologize for the Inconvenience.™) Verdant Class Pack 1.6.7Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Grove Keeper 1.6.7Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Class: Fallen 1.6.0Fallen has been added to the base game as an evolution for Sun Paladins This addon contains the original version, a base class afflicted/celestial hybrid. Fallen are unlocked alongside Sun Paladins. Please report any bugs on the forum thread. This class is originally inspired by the enemies John and Aluin, Afflicted Sun Paladins. Fallen have a mix of old and new trees. Celestial Combat Celestial Light Anguished 1.4.8Adds the Anguished Class with 7 new talent trees and a new elf race; the Soulless. More info on the forums. Also, the file size is really large because Zerru gave me icons that were 512x512. And I'm too lazy to scale them down. Forbidden Cults 1.6.7Official 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.
Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Playable Naloren Race 1.6.7Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Steamshaper Subclass 1.5.3Adds the Steamshaper, a Tinker Subclass. "Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.", ["steamtech/chemistry"] Fallen Meditant class 1.6.0Adds the Fallen Meditant class. The Fallen was once a monk; training in a natural combat style upon a mountain. They have been cast down. Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Inferno Race Pack 1.4.0Adds a collection of my races. nsrr's Exotic Weapons 1.4.8Adds more Whips and Tridents to the game. Formerly, this was part of my Naloren Race add-on. Tridents are unchanged, aside from rarity. Credits: I borrowed the whip graphic from grayswandir's Weapon Pack add-on, and bits of code for adding exotics to shops and the rand art merchant from HousePet's Midnight add-on. Lumberjack on the Map 1.3.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Arcanum Class Pack 1.6.7Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Actually Usable Bathe in Light 1.6.0Modifies Celestials' Bathe in Light talent to affect only the caster and actors not hostile to the caster. Embers of Rage 1.6.7Official 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:
Prowler Class 1.5.10Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. White Monk 1.6.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Frost Invoker 1.6.7Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Plenum Tooltip Custom Edit 1.6.0Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Gemblade 1.6.7Adds the Gemblade class, a (mostly) melee psionic who focuses their energies through a gem wielded in their offhand. Vor'tep 1.6.7Adds the Vor'tep as a new Giant sub-race, a breed of altered trolls. Get it right here or on the Steam Workshop. Vor'tep have a life rating of 13 and an experience penalty of 15% and start with +3STR, +3WIL, +3CON,+3MAG, -2DEX, and -2CUN. Vor'tep posses the strength and will to wield any one-handed weapon in their offhand innately. Vor'tep have the following racial talents: Trollkin Fortitude Trollblood Blood Rush Internal Inscription Talent icons from game-icons.net. Heartstalker - Psionic Class 1.6.7Adds Heartstalker, a psionic class themed around the subconscious, as a birth option. Heartstalkers are a stealth-oriented class that start with twin daggers. Confounding foes's perceptions with their strange psychic power, they weaken their victims from afar, unseen and untouchable, before drawing in close for the kill when they feel the time is right. Take care, however, for though your mind is a potent shield against hostile intent, the physical flesh it guards is exceedingly frail. Heartstalker talent trees include: Perception: Turn aside prying eyes to hide your presence! All that we know of ourselves and others is merely a facade; the truth of the mind and the world sleeps where it cannot see. 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: Dualist 1.2.3Adds a new class that's focus is raising defense and dual weapons. And the name contains a pun. Merchant on the Map 1.6.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Animist 1.6.0Adds the Animist class, a wielder of the elemental spirits. Worm that Walks as Fast as You 1.3.0Adds a fortress action that allows you to spend some fortress energy to enhance your worm that walks to match your speed. Witherer Class 1.5.10The Witherer is a Corruptor that focusses on slowly killing their enemies. Race: Banshee 1.6.0Adds Banshees as a new type of undead that harrow enemies with their sorrowful voices. Silence and confuse enemies. Banshees begin in a small starting zone of their own. Banshees are unlocked if you have unlocked any other undead. Better Item Description 1.6.6This 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 Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Race: Wight 1.6.0Adds Wights as a playable type of undead. Part of Recaiden's Undead Race Pack Blast enemies with elemental power. Wights begin in a tiny starting zone of their own. Wights are unlocked by completing the ancient battleground event. There are other wight addons: But they weren't quite what I was looking for. Please report any problems or comments in the forum thread below. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Dark Faerie |
Class | Alchemist |
Level / Exp | 34 / 81% |
Size | tiny |
Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
Strength | 9 (base 10) |
Dexterity | 26 (base 10) |
Constitution | 35 (base 37) |
Magic | 112 (base 60) |
Willpower | 38 (base 14) |
Cunning | 62 (base 43) |
Resources
Life | 395/395 |
Mana | 562/562 |
Healing Factor | 1.1829268292684 |
Regeneration | 0.2957317073171 |
Speed
Mental | +51.94410407842% |
Attack | 0% |
Movement | 0% |
Spell | +103.88820815683% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 7 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 42 |
Accuracy | 27 |
Crit Chance | 35% |
APR | 24 |
Speed | 0.66 |
Offense: Offhand
Damage | 7 |
Accuracy | 27 |
Crit Chance | 37% |
APR | 21 |
Speed | 0.53 |
Offense: Spell
Spellpower | 72 |
Crit Chance | 37% |
Speed | 0.49046485279365 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Physical | +122% |
Lightning | +71% |
Light | +93% |
Temporal | +63% |
Darkness | +79% |
Arcane | +66% |
Acid | +59% |
All | +59% |
Offense: Damage Penetration
Physical | +8% |
Darkness | +10% |
Defense: Base
Armour (hardiness) | 5 (30%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 0 |
Physical Save | 42 |
Spell Save | 58 |
Mental Save | 55 |
Defense: Resistances
Cold | + 31%( 70%) |
Acid | + 24%( 70%) |
Light | + 34%( 70%) |
Temporal | + 29%( 70%) |
Darkness | + 29%( 70%) |
Lightning | + 46%( 70%) |
Fire | + 33%( 70%) |
All | + 11%( 70%) |
Defense: Immunities
Poison Resistance | 16% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.3 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 380 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.3 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 190 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.3 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 146 damage for 6 turns. Its effects scale with your Strength stat. |
Class Talents
Spell / Fire alchemy | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Golemancy | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Acid alchemy | 1.60 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Explosive admixtures | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Poison alchemy | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / War alchemy | 1.60 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Spell / Frost alchemy | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Metal alchemy | 1.60 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
Race / Dark-faerie | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Mana alchemy | 1.60 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Cunning / Herbalism | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Stone alchemy | 1.60 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Metal Infusion |
beneficial effect | The Dark Faerie gains the following bonuses. Power of the DarkCasting Speed: +104% Combat Speed: +52% All Damage: +52% |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | done |
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 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 8 of Dreadfell. Escort: injured seer (level 8 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 Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Magic 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. | active |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. * You have upgraded your golem to track your movement speed. The fortress's current energy level is: 471. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* 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. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Chalarand the pair of hardened leather boots (0 def, 3 armour) Chalarand the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +8 Cun +7 Wil dps ---------- Melee Ret 2 mind ----- def ----- Armour +3 Resists +8% cold +10% fire +15% temporal Phys.save +15 (+5 eff.) Spell.save +14 (+4 eff.) Mind.save +17 (+5 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A pair of boots made of leather. |
Quiver | 73 alchemist opal 73 alchemist opal0.0 T2 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +10% When used in a prism: Prism damage +10% Gems can be sold for money or used in arcane rituals. |
Light source | Umbraphage Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows +0.20 Cursed/Shadows Absorbs all darkness (power 101, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 391.31 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | clarifying cashmere wizard hat of lightning (+18%) (2 def, 0 armour) clarifying cashmere wizard hat of lightning (+18%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature/Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +12% lightning ----- def ----- Defense +2 (+1 eff.) Resists +18% lightning Mind.save +7 (+2 eff.) A pointy cloth hat, very wizardly... |
On hands | Runylen (0 def, 2 armour) Runylen (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +2 Str +4 Mag +5 Wil dps ---------- Phys.crit +2.0% Dmg.mod +7% arcane ----- def ----- Armour +2 ---------- misc Max.stam +30.00 Infravis +3 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. |
Tool | overpowered yew totem of healing [power 506] (20 cooldown) overpowered yew totem of healing [power 506] (20 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 506 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | conjurer's stralite ring of power conjurer's stralite ring of power0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Phys.pwr +8 (+5 eff.) Spell.pwr +19 (+5 eff.) Mind.pwr +8 (+2 eff.) Rings can have magical properties. |
On fingers | wizard's steel ring of light (+26%) wizard's steel ring of light (+26%)0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +13% light ----- def ----- Resists +26% light Spell.save +6 (+2 eff.) Rings can have magical properties. |
Around neck | starseer's steel amulet of manastreaming starseer's steel amulet of manastreaming0.1 T2 amulet jewelry [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) S.pwr/crit +3 Dmg.mod +5% darkness +4% temporal +6% light +4% physical ---------- misc Mana/turn +0.21 Max.mana +20.00 Amulets can have magical properties. |
In main hand | short elven-wood starstaff of power (25-30 power, 5 apr, physical element) short elven-wood starstaff of power (25-30 power, 5 apr, physical element)5.0 T4 staff 1H weapon [Ego] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Acc+ +1.3% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +22 (+5 eff.) Dmg.mod +25% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | grounding rough leather belt of burglary grounding rough leather belt of burglary1.0 T1 belt armor [Ego+] Nature/Master While equipped: Stats +3 Dex +3 Cun +6 Lck ----- def ----- Resists +6% lightning +5% temporal Stealth +5 ---------- misc T.Disarm +6 Infravis +4 A belt that goes around your waist. |
In off hand | truestriking braided leather whip (17.5-21 power, 2 apr) truestriking braided leather whip (17.5-21 power, 2 apr)3.0 T3 whip 1H weapon [Ego+] Master Power 17.5 - 21.0 Physical Uses 80% Dex Mastery Exotic Weapons Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +7.0% Atk.spd 125% While equipped: dps ---------- Res.pen +8% physical Acc +12 (+6 eff.) Apr +7 Long and lethal. |
Cloak | spellcowled linen cloak of backstabbing (1 def, 0 armour) spellcowled linen cloak of backstabbing (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Mag +1 Wil dps ---------- Crit.mult +12.00% Acc +6 (+3 eff.) Apr +5 ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+2 eff.) Stealth +6 ---------- misc Max.mana +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | cashmere robe of power (0 def, 0 armour) cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +7% all ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the wizard (heal 403; cd 12) healing infusion of the wizard (heal 403; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.3 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 instantly heal yourself for 403 then cleanse 1 wound, poison, and disease effect. 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. |
heroism infusion of the duelist (die at -266; dur 8; cd 33) heroism infusion of the duelist (die at -266; dur 8; cd 33)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 33 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 -266 life. The duration and life will increase by 1% for every 1% life you have lost (currently 266 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion of the psychic (die at -376; dur 11; cd 27) heroism infusion of the psychic (die at -376; dur 11; cd 27)0.1 infusion scroll [Ego] 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 11 turns. While Heroism is active, you will only die when reaching -376 life. The duration and life will increase by 1% for every 1% life you have lost (currently 376 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
regeneration infusion of the psychic (heal 460; 17 cd) regeneration infusion of the psychic (heal 460; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 460 life over 8 turns. 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. |
wild infusion of the wizard (res 52%; magical; dur 3; cd 13) wild infusion of the wizard (res 52%; magical; dur 3; 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 52% for 3 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. |
Prismatic Rune (9 turns; lightning, temporal, darkness, blight, cold, physical) Prismatic Rune (9 turns; lightning, temporal, darkness, blight, cold, physical)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (49% of a turn) Is a spell Description: Activate the rune to create a shield for 9 turns blocking several instances of damage of the following types: 4 lightning, 4 temporal, 4 darkness, 3 blight, 3 cold, 3 physical Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (302.00 temporal damage, removed from time 4 turns) Rune of the Rift (302.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (49% of a turn) Is a spell Description: Inflicts 491.29 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 9; phase 29; cd 17) blink rune of the sneak (range 9; phase 29; cd 17)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 9 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (49% of a turn) Is a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 6; phase 26; cd 10) blink rune of the sneak (range 6; phase 26; cd 10)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (49% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
enchantment rune (+12 for 14 turns) enchantment rune (+12 for 14 turns)0.1 T3 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to enchant your weapons and armour for 14 turns. This enchantment increases your accuracy and armour by 12 and adds 20 arcane damage to all your hits. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
magic missile rune of the warrior (200 arcane damage) magic missile rune of the warrior (200 arcane damage)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 25 Travel.spd 600% of base Usage Speed Spell (49% of a turn) Is a spell Description: Fires a Magic Missile that does 200 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the duelist (regen 837% over 15 turns; mana 42; cd 13) manasurge rune of the duelist (regen 837% over 15 turns; mana 42; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (49% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 837% for 15 turns (277 total) and instantly restoring 42 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the titan (regen 1074% over 15 turns; mana 54; cd 15) manasurge rune of the titan (regen 1074% over 15 turns; mana 54; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (49% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1074% for 15 turns (356 total) and instantly restoring 54 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
shatter afflictions rune (absorb 48; cd 13) shatter afflictions rune (absorb 48; cd 13)0.1 rune scroll [Normal] Arcane 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 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 48 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 61; cd 12) shatter afflictions rune (absorb 61; cd 12)0.1 rune scroll [Normal] Arcane 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 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 61 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 duelist (absorb 65; cd 17) shatter afflictions rune of the duelist (absorb 65; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 65 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 92; cd 15) shatter afflictions rune of the psychic (absorb 92; cd 15)0.1 rune scroll [Ego] Arcane 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 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 92 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 123; dur 5; cd 15) shielding rune (absorb 123; dur 5; cd 15)0.1 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 123 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 219; dur 8; cd 16) shielding rune (absorb 219; dur 8; 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 create a protective shield absorbing at most 219 damage for 8 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 155; dur 8; cd 17) shielding rune (absorb 155; dur 8; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 155 damage for 8 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 223; dur 6; cd 17) shielding rune of the psychic (absorb 223; dur 6; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 223 damage for 6 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 102; dur 5; cd 16) shielding rune of the warrior (absorb 102; dur 5; 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 create a protective shield absorbing at most 102 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Angolwen Academy Training Token Angolwen Academy Training Token0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Beterin the gold amulet Beterin the gold amulet0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +3 Str +2 Mag dps ---------- Phys.crit +4.0% Phys.pwr +20 (+11 eff.) S.pwr/crit +10 Melee+ 9 light 9 darkness Dmg.mod +9% blight +11% light +10% darkness Res.pen +20% mind +20% blight On Melee Ret: * 11% chance to reduce damage dealt by 22% * 10% chance to blind Amulets can have magical properties. |
copper amulet of strength (+2) copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets can have magical properties. |
grounding steel amulet of mastery (0.10 Spell / Staff combat) grounding steel amulet of mastery (0.10 Spell / Staff combat)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +24% ---------- misc Masteries +0.10 Spell/Staff combat Amulets can have magical properties. |
grounding stralite amulet of cunning (+6) grounding stralite amulet of cunning (+6)0.1 T4 amulet jewelry [Ego] Nature While equipped: Stats +6 Cun ----- def ----- Resists +21% lightning Stun/Frz- +26% Amulets can have magical properties. |
restful gold amulet of manastreaming restful gold amulet of manastreaming0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag dps ---------- S.pwr/crit +3 ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Mana/turn +0.22 Max.mana +34.00 Amulets can have magical properties. |
savior's steel amulet of dexterity (+3) savior's steel amulet of dexterity (+3)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Dex ----- def ----- Phys.save +11 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +13 (+4 eff.) Amulets can have magical properties. |
stabilizing steel amulet of vision stabilizing steel amulet of vision0.1 T2 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +13% temporal Blind- +13% Pinning- +25% Knockbk- +27% ---------- misc Infravis +2 Sight +2 See.Invis +6 Amulets can have magical properties. |
starlit gold amulet of dexterity (+3) starlit gold amulet of dexterity (+3)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +10% light +12% darkness Blind- +28% Amulets can have magical properties. |
starlit steel amulet of healing starlit steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +13% light +15% darkness Heal.mod +12% Blind- +21% Cut- +50% Heal: Puts all charms on 35 cooldown Level 3.9 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 318 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
steel amulet of vision steel amulet of vision0.1 T2 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +14% ---------- misc Infravis +3 Sight +2 See.Invis +7 Amulets can have magical properties. |
wanderer's gold amulet of magic (+5) wanderer's gold amulet of magic (+5)0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +5 Dex +2 Mag +5 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +0.60 Amulets can have magical properties. |
Corrosion Corrosion0.1 T1 ring jewelry [Unique] Arcane While equipped: dps ---------- Melee+ 5 acid Ranged+ 5 acid Dmg.mod +10% acid Melee Ret 5 acid ----- def ----- Resists +10% acid Corrosive Vapour: Level 1.3 Pwr.cost 30 out of 30/30. Range 8 Travel.spd instantaneous Is a spell Description: Corrosive fumes rise from the ground doing 36.58 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
Ring of Insight Ring of Insight0.1 T1 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +2 Cun +2 Mag ---------- misc Infravis +1 See.Stealth +3 See.Invis +3 Telpty rng +1 Masteries +0.20 Spell/Divination This small iron ring seems exceptionally shiny and in focus. |
Shimmerripper the copper ring Shimmerripper the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +17% mind Res.pen +5% darkness Melee Ret 4 darkness ----- def ----- Resists +11% mind +18% lightning ---------- misc Max.hate +4.00 Rings can have magical properties. |
gladiator's steel ring gladiator's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+4 eff.) Rings can have magical properties. |
gold ring of arcana (+0.16/turn) gold ring of arcana (+0.16/turn)0.1 T3 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +29% ---------- misc Mana/turn +0.16 Rings can have magical properties. |
mule's steel ring of darkness (+20%) mule's steel ring of darkness (+20%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Fatigue -4% Resists +20% darkness ---------- misc Max.enc +21 Rings can have magical properties. |
savage's steel ring of sensing savage's steel ring of sensing0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +1 Con ----- def ----- Spell.save +11 (+3 eff.) Blind- +27% ---------- misc Max.stam +17.00 Infravis +4 See.Stealth +6 See.Invis +7 Rings can have magical properties. |
savior's steel ring of perseverance savior's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +6 (+2 eff.) HP.reg +3.00 Stun/Frz- +21% Rings can have magical properties. |
stralite ring stralite ring0.1 T4 ring jewelry [Normal] Rings can have magical properties. |
titan's gold ring of blight (+11%) titan's gold ring of blight (+11%)0.1 T3 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% blight ----- def ----- Resists +11% blight Phys.save +6 (+2 eff.) Rings can have magical properties. |
titan's steel ring of corrosion (+22%) titan's steel ring of corrosion (+22%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Phys.save +6 (+2 eff.) Rings can have magical properties. |
acidic stralite battleaxe of evisceration (41.5-62.25 power, 3 apr) acidic stralite battleaxe of evisceration (41.5-62.25 power, 3 apr)3.0 T4 battleaxe 2H weapon Reqs Str 35 [Ego+] Arcane/Master Power 41.5 - 62.3 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit: * Wound the target dealing 50 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 194 damage over 5 turns and reducing armor and accuracy by 25 While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +12 (+7 eff.) Massive two-handed battleaxes. |
Icy Kill (35-45.5 power, 10 apr) Icy Kill (35-45.5 power, 10 apr)1.0 T4 dagger 1H weapon Reqs Dex 42 [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
arcing stralite dagger of amnesia (32-41.6 power, 9 apr) arcing stralite dagger of amnesia (32-41.6 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Arcane/Psionic Power 32.0 - 41.6 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 116 damage * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Sharp, short and deadly. |
balanced stralite dagger of enduring (26-33.8 power, 9 apr) balanced stralite dagger of enduring (26-33.8 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Nature/Master Power 26.0 - 33.8 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +9 Con +10 Wil dps ---------- Acc +7 (+4 eff.) ----- def ----- Defense +9 (+5 eff.) Max.HP +56.00 Disarm- +32% Sharp, short and deadly. |
dwarven-steel dagger (17.5-22.75 power, 7 apr) dwarven-steel dagger (17.5-22.75 power, 7 apr)1.0 T3 dagger 1H weapon [Normal] Power 17.5 - 22.8 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
stralite dagger (28.5-37.05 power, 9 apr) stralite dagger (28.5-37.05 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Normal] Power 28.5 - 37.1 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Sharp, short and deadly. |
Obliterator (48-72 power, 10 apr) Obliterator (48-72 power, 10 apr)5.0 T3 greatmaul 2H weapon Reqs Str 40 [Unique] Master Power 48.0 - 72.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +0.0% Atk.spd 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 9 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
balanced stralite greatmaul of phasing (54.5-81.75 power, 22 apr) balanced stralite greatmaul of phasing (54.5-81.75 power, 22 apr)5.0 T4 greatmaul 2H weapon Reqs Str 35 [Ego] Arcane/Master Power 54.5 - 81.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +22 Crit +2.5% Atk.spd 100% Phasing +20% While equipped: dps ---------- Acc +13 (+7 eff.) ----- def ----- Defense +13 (+7 eff.) Disarm- +34% Massive two-handed mauls. |
chilling stralite greatmaul of torment (51.5-77.25 power, 3 apr) chilling stralite greatmaul of torment (51.5-77.25 power, 3 apr)5.0 T4 greatmaul 2H weapon Reqs Str 35 [Ego+] Arcane/Psionic Power 51.5 - 77.3 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +23 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Massive two-handed mauls. |
stralite greatmaul (53.5-80.25 power, 3 apr) stralite greatmaul (53.5-80.25 power, 3 apr)5.0 T4 greatmaul 2H weapon Reqs Str 35 [Normal] Power 53.5 - 80.3 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Massive two-handed mauls. |
stralite greatsword (49.5-79.2 power, 3 apr) stralite greatsword (49.5-79.2 power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Normal] Power 49.5 - 79.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Massive two-handed swords. |
stralite greatsword (51-81.6 power, 3 apr) stralite greatsword (51-81.6 power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Normal] Power 51.0 - 81.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Massive two-handed swords. |
elven-wood longbow of acid elven-wood longbow of acid4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego] Arcane Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +15 acid While equipped: dps ---------- Dmg.mod +23% acid Longbows are used to shoot arrows at your foes. |
steady elven-wood longbow of cold steady elven-wood longbow of cold4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego] Arcane/Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +15 cold While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +24% cold Acc +14 (+7 eff.) Longbows are used to shoot arrows at your foes. |
Anmalice (47-65.8 power, 20 apr) Anmalice (47-65.8 power, 20 apr)3.0 T4 longsword 1H weapon Reqs Str 32 [Unique] Psionic/Unknown Power 47.0 - 65.8 Physical Uses 10% Wil, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+3 eff.) Dmg.mod +8% mind ----- def ----- Mind.save -30 (-10 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
acidic stralite longsword of crippling (33-46.2 power, 5 apr) acidic stralite longsword of crippling (33-46.2 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Ego+] Arcane/Master Power 33.0 - 46.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 194 damage over 5 turns and reducing armor and accuracy by 25 While equipped: dps ---------- Phys.crit +9.0% Sharp, long, and deadly. |
stralite longsword (35.5-49.7 power, 5 apr) stralite longsword (35.5-49.7 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Normal] Power 35.5 - 49.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Sharp, long, and deadly. |
stralite longsword (34.5-48.3 power, 5 apr) stralite longsword (34.5-48.3 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Normal] Power 34.5 - 48.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Sharp, long, and deadly. |
thought-forged stralite longsword of erosion (36-50.4 power, 5 apr) thought-forged stralite longsword of erosion (36-50.4 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Ego] Nature/Psionic Power 36.0 - 50.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +9 nature +17 mind On Hit: * 11% chance to reduce all saves and defense by 27 While equipped: Stats +3 Cun +3 Wil Sharp, long, and deadly. |
epiphanous pulsing mindstar of life (13-14.3 power, 32 apr, mind damage) epiphanous pulsing mindstar of life (13-14.3 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +7% Mind.pwr +13 (+4 eff.) Dmg.mod +8% mind ----- def ----- Max.HP +22.00 HP.reg +0.90 ---------- misc Psi/m.crit +4.00 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. |
wyrm's pulsing mindstar of nightfall (12.5-13.75 power, 32 apr, nature damage) wyrm's pulsing mindstar of nightfall (12.5-13.75 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 6 lightning 6 physical 6 cold 4 acid 5 fire Dmg.mod +8% darkness Res.pen +8% darkness ----- def ----- Resists +5% lightning +6% physical +9% darkness +6% fire +3% cold +6% acid Blind- +17% ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Cursed/Darkness 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. |
stralite ritual blade (18-23.4 power, 9 apr) stralite ritual blade (18-23.4 power, 9 apr)1.0 T4 ritual blade 1H weapon Reqs Dex 28 [Normal] Power 18.0 - 23.4 Physical Uses 45% Mag, 45% Dex Acc+ +0.5% APR (max 50%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Sharp, short and deadly. |
stralite ritual blade (20.5-26.65 power, 9 apr) stralite ritual blade (20.5-26.65 power, 9 apr)1.0 T4 ritual blade 1H weapon Reqs Dex 28 [Normal] Power 20.5 - 26.7 Physical Uses 45% Mag, 45% Dex Acc+ +0.5% APR (max 50%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Sharp, short and deadly. |
Quenchsorrow Quenchsorrow4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +17 lightning On Crit.r2 +20 cold While equipped: dps ---------- Dmg.mod +19% lightning Res.pen +25% mind Melee Ret 10 cold On Hit (Ranged): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% temporal Def/telep +10 Res/telep +10% Dur/telep +10% Slings are used to hurl stones or metal shots at your foes. |
enhanced reinforced leather sling of recursion enhanced reinforced leather sling of recursion4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Ego++] Arcane/Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 On Hit: 10% Shoot 1 While equipped: Stats +7 Str +5 Dex +7 Mag +9 Wil +7 Cun +7 Con Slings are used to hurl stones or metal shots at your foes. |
Baludugund the yew starstaff (20-24 power, 4 apr, physical element) Baludugund the yew starstaff (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +3 Wil dps ---------- Spell.crit +3% Mind.crit +2% Spell.pwr +9 (+2 eff.) Dmg.mod +20% physical +6% temporal ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Psi/ret +0.08 Max.hate +10.00 Talents +1 Command Staff On Spell Hit: 10% Displacement Shield 3 Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff (25-30 power, 5 apr, lightning element) elven-wood magestaff (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Normal] Power 25.0 - 30.0 Physical Uses 80% Mag Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +25% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff (25-30 power, 5 apr, lightning element) elven-wood magestaff (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Normal] Power 25.0 - 30.0 Physical Uses 80% Mag Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +25% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff (25-30 power, 5 apr, cold element) elven-wood magestaff (25-30 power, 5 apr, cold element)5.0 T4 staff 2H weapon [Normal] Power 25.0 - 30.0 Physical Uses 80% Mag Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +25% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff (25-30 power, 5 apr, arcane element) elven-wood magestaff (25-30 power, 5 apr, arcane element)5.0 T4 staff 2H weapon [Normal] Power 25.0 - 30.0 Physical Uses 80% Mag Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +25% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood starstaff (25-30 power, 5 apr, darkness element) elven-wood starstaff (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Normal] Power 25.0 - 30.0 Physical Uses 80% Mag Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +25% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood starstaff (25-30 power, 5 apr, temporal element) elven-wood starstaff (25-30 power, 5 apr, temporal element)5.0 T4 staff 2H weapon [Normal] Power 25.0 - 30.0 Physical Uses 80% Mag Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +25% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff (25-30 power, 5 apr, acid element) elven-wood vilestaff (25-30 power, 5 apr, acid element)5.0 T4 staff 2H weapon [Normal] Power 25.0 - 30.0 Physical Uses 80% Mag Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +25% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff of might (25-30 power, 5 apr, acid element) elven-wood vilestaff of might (25-30 power, 5 apr, acid element)5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +12 (+3 eff.) Dmg.mod +25% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal yew starstaff of war (32-38.4 power, 4 apr, physical element) infernal yew starstaff of war (32-38.4 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Ego++] Arcane/Master Power 32.0 - 38.4 Physical Uses 80% Mag Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +10 physical While equipped: dps ---------- Phys.crit +6.0% Spell.crit +3% Crit.mult +17.00% Spell.pwr +14 (+3 eff.) Melee+ 21 fire Dmg.mod +32% physical Acc +7 (+4 eff.) ---------- misc See.Invis +6 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood magestaff of might (31-37.2 power, 5 apr, fire element) potent elven-wood magestaff of might (31-37.2 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego] Arcane Power 31.0 - 37.2 Physical Uses 80% Mag Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+4 eff.) Dmg.mod +31% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short elven-wood starstaff of breaching (25-30 power, 5 apr, light element) short elven-wood starstaff of breaching (25-30 power, 5 apr, light element)5.0 T4 staff 1H weapon [Ego+] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Acc+ +1.3% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +25% light Res.pen +12% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing orite trident of phasing (39.5-63.2 power, 29 apr) arcing orite trident of phasing (39.5-63.2 power, 29 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Ego] Arcane Power 39.5 - 63.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +29 Crit +3.5% Atk.spd 91% Phasing +20% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 116 damage A massive two-handed trident. Tridents require the exotic weapons mastery talent to use correctly. |
orite trident (41.5-66.4 power, 13 apr) orite trident (41.5-66.4 power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Normal] Power 41.5 - 66.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 91% A massive two-handed trident. Tridents require the exotic weapons mastery talent to use correctly. |
orite trident (41-65.6 power, 13 apr) orite trident (41-65.6 power, 13 apr)3.0 T4 trident 2H weapon Reqs Str 35 [Normal] Power 41.0 - 65.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 91% A massive two-handed trident. Tridents require the exotic weapons mastery talent to use correctly. |
blazebringer's stralite waraxe of massacre (41-57.4 power, 5 apr) blazebringer's stralite waraxe of massacre (41-57.4 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Nature/Master Power 41.0 - 57.4 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit.r2 +45 fire While equipped: dps ---------- All.spd +7% Res.pen +11% fire One-handed war axes. |
caustic stralite waraxe (31-43.4 power, 5 apr) caustic stralite waraxe (31-43.4 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Nature Power 31.0 - 43.4 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit.r2 +11 acid +33 nature While equipped: dps ---------- Res.pen +10% acid +9% nature Apr +10 One-handed war axes. |
beasthide leather whip (30-36 power, 3 apr) beasthide leather whip (30-36 power, 3 apr)3.0 T4 whip 1H weapon Reqs Dex 35 [Normal] Power 30.0 - 36.0 Physical Uses 80% Dex Mastery Exotic Weapons Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +9.0% Atk.spd 125% Long and lethal. |
Jaw of Rogroth Jaw of Rogroth1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
insulating hardened leather belt insulating hardened leather belt1.0 T3 belt armor [Ego] Master While equipped: ----- def ----- Resists +10% fire +7% cold A belt that goes around your waist. |
cashmere cloak (2 def, 0 armour) cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak (2 def, 0 armour) cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak (2 def, 0 armour) cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of the voidstalker (2 def, 0 armour) cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +16% darkness +15% temporal Def/telep +15 Res/telep +12% Dur/telep +19% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Eldoral (7 def, 0 armour) enveloping linen cloak of Eldoral (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +7 (+4 eff.) Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing woollen robe of lightning (+15%) (0 def, 0 armour) focusing woollen robe of lightning (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +15% lightning +9% all ---------- misc Mana/turn +0.16 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy silk robe of the mind (+17%) (0 def, 0 armour) slimy silk robe of the mind (+17%) (0 def, 0 armour)2.0 T4 cloth armor [Ego] Disrupt/Psionic While equipped: dps ---------- Dmg.mod +17% mind On Melee Ret: * 3% chance to slow global speed by 54% * 6 arcane resource burn ----- def ----- Resists +17% mind +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven silk robe (0 def, 0 armour) spellwoven silk robe (0 def, 0 armour)2.0 T4 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) ----- def ----- Resists +13% all Spell.save +26 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vorowyn the Blacktouch (0 def, 3 armour) Vorowyn the Blacktouch (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Dex +1 Cun +10 Lck dps ---------- Mind.crit +6% Res.pen +10% darkness ----- def ----- Armour +3 Resists +6% blight +6% fire Stealth +5 ---------- misc Psi/ret +0.08 Max.psi +50.00 A pair of boots made of leather. |
invigorating pair of hardened leather boots (0 def, 3 armour) invigorating pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Nature While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +3 Fatigue -7% Max.HP +32.00 ---------- misc Stam/turn +0.50 A pair of boots made of leather. |
pair of dwarven-steel boots of phasing (0 def, 4 armour) pair of dwarven-steel boots of phasing (0 def, 4 armour)3.0 T3 feet armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil ----- def ----- Armour +4 Fatigue +3% Blink to a nearby random location (rad 10) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots (0 def, 3 armour) pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 A pair of boots made of leather. |
pair of rough leather boots 'Serpentsear' (0 def, 1 armour) pair of rough leather boots 'Serpentsear' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind Melee Ret 2 nature ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+2 eff.) Max.HP +20.00 HP.reg +4.00 ---------- misc Max.enc +21 A pair of boots made of leather. |
traveler's pair of hardened leather boots of speed (0 def, 3 armour) traveler's pair of hardened leather boots of speed (0 def, 3 armour)2.0 T3 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue -7% Phys.save +10 (+3 eff.) ---------- misc Max.enc +30 A pair of boots made of leather. |
wanderer's pair of drakeskin leather boots (0 def, 5 armour) wanderer's pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Ego+] Master While equipped: Stats +5 Cun +2 Con ----- def ----- Armour +5 Phys.save +15 (+5 eff.) Mind.save +20 (+6 eff.) A pair of boots made of leather. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.6 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 146.88 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
restful rough leather gloves of magic (+3) (0 def, 1 armour) restful rough leather gloves of magic (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +12.00 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. |
cashmere wizard hat of arcana (2 def, 0 armour) cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
clarifying cashmere wizard hat of corrosion (+15%) (2 def, 0 armour) clarifying cashmere wizard hat of corrosion (+15%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature/Psionic While equipped: Stats +5 Cun dps ---------- Dmg.mod +10% acid ----- def ----- Defense +2 (+1 eff.) Resists +15% acid Mind.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
dwarven-steel helm of the bounder (0 def, 4 armour) dwarven-steel helm of the bounder (0 def, 4 armour)3.0 T3 head armor [Ego+] Master While equipped: Stats +6 Str +7 Dex ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.9 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 41.7 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. |
hardened leather cap (0 def, 3 armour) hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
psion's cashmere wizard hat (2 def, 0 armour) psion's cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego+] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+2 eff.) Dmg.mod +8% mind ----- def ----- Defense +2 (+1 eff.) Resists +10% mind Phys.save +8 (+3 eff.) Mind.save +8 (+3 eff.) ---------- misc Max.psi +27.00 A pointy cloth hat, very wizardly... |
fortifying stralite mail armour (4 def, 8 armour) fortifying stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor Reqs - Heavy armour training Str 38 [Ego+] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Max.HP +45.00 A suit of armour made of mail. |
stralite mail armour (4 def, 8 armour) stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor Reqs - Heavy armour training Str 38 [Normal] While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
stralite mail armour of cold resistance (4 def, 8 armour) stralite mail armour of cold resistance (4 def, 8 armour)14.0 T4 heavy armor Reqs - Heavy armour training Str 38 [Ego] Master While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +21% cold A suit of armour made of mail. |
reinforced leather armour (12 def, 7 armour) reinforced leather armour (12 def, 7 armour)9.0 T4 light armor Reqs Str 18 [Normal] While equipped: ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% A suit of armour made of leather. |
rejuvenating stralite plate armour of the dragon (0 def, 13 armour) rejuvenating stralite plate armour of the dragon (0 def, 13 armour)17.0 T4 massive armor Reqs - Massive armour training Str 48 [Ego+] Nature While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +7% acid +9% physical +9% fire +9% lightning +9% cold HP.reg +4.70 Disarm- +26% Stun/Frz- +20% Knockbk- +28% ---------- misc Stam/turn +1.20 Cooldown Rush -5 A suit of armour made of metal plates. |
stralite shield (0 def, 8 armour, 143 block) stralite shield (0 def, 8 armour, 143 block)7.0 T4 shield armor Reqs - Shield usage training Str 35 [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
ziguranth flint wardstone of fire warding ziguranth flint wardstone of fire warding1.0 T3 wardstone armor [Ego+] Disrupt/Psionic While equipped: dps ---------- Dmg.mod +12% fire ----- def ----- Defense +6 (+3 eff.) Resists +12% fire Dmg.red +3 all Phys.save +13 (+4 eff.) Spell.save +13 (+4 eff.) Proj.slow +20% ---------- misc Wards +3 fire Talents +3 Ward Handheld warding devices |
Xeratta (21/21, 65.5-91.7 power, 14 apr) Xeratta (21/21, 65.5-91.7 power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Random Unique] Arcane/Master/Psionic Power 65.5 - 91.7 Physical Uses 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +14 Crit +17.5% Capacity 21 Proj.spd +200% Ranged+ +30 physical On Hit.r1 +18 fire On Hit: * 20% chance to knock the target back 3 spaces and deal 174 physical damage On Crit: * Wound the target dealing 50 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
20 alchemist onyx 20 alchemist onyx0.0 T3 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +15% When used in a prism: Prism damage +15% Gems can be sold for money or used in arcane rituals. |
5 onyx 5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 lapis lazuli 10 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz 10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's dwarven-steel pickaxe (dig speed 22 turns) miner's dwarven-steel pickaxe (dig speed 22 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +2 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
5 emerald 5 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Guardian's Bell Guardian's Bell1.0 lite [Unique] Nature While equipped: Stats +0 Dex +0 Mag dps ---------- Spell.pwr +0 (+0 eff.) ----- def ----- Resists +0% blight +0% darkness Res.Cap +0% blight +0% darkness ---------- misc Light +5 This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. |
Malymnir the Flashmistress Malymnir the Flashmistress1.0 T3 lite [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +24% blight +8% mind +9% light Res.pen +20% light Melee Ret 10 light 2 blight ----- def ----- Resists +12% acid ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial 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.(94 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
bright alchemist's lamp of focus bright alchemist's lamp of focus1.0 T3 lite [Ego] Master/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% mind ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Blood-Runed Athame Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.9 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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. |
Orb of Many Ways Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
13 garnet 13 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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest 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. |
elemental pouch of stralite shots of accuracy (21/21, 42.5-51 power, 5 apr) elemental pouch of stralite shots of accuracy (21/21, 42.5-51 power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Ego+] Arcane/Master Power 42.5 - 51.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +16 Apr +5 Crit +5.5% Capacity 21 On Hit: * Create an explosion dealing 123 fire damage (1/turn) Shots are used with slings to pummel your foes to death. |
Bizzare Contraption Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
extending dwarven-steel torque of gale force [power 260] (15 cooldown) extending dwarven-steel torque of gale force [power 260] (15 cooldown)2.0 T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 10 spaces and dealing 578 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
stralite torque of gale force [power 310] (15 cooldown) stralite torque of gale force [power 310] (15 cooldown)2.0 T4 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 11 spaces and dealing 689 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
elven-wood totem of healing [power 314] (15 cooldown) elven-wood totem of healing [power 314] (15 cooldown)2.0 T4 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 314 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
20 amethyst 20 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
elven-wood wand of conjuration [power 285] (15 cooldown) elven-wood wand of conjuration [power 285] (15 cooldown)2.0 T4 wand charm [Ego] Arcane Fire a magical bolt dealing 452 lightning damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered yew wand of shielding [power 416] (27 cooldown) overpowered yew wand of shielding [power 416] (27 cooldown)2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 416 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 27 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful elven-wood wand of shielding [power 344] (20 cooldown) powerful elven-wood wand of shielding [power 344] (20 cooldown)2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 344 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 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. |
10 quartz 10 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 alchemist zircon 5 alchemist zircon0.0 T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: 20% chance to daze for 3 turns When used in a prism: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
amber 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 When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Isabrera the Dark Faerie Alchemist level 30
54th Regrowth 123rd year of Ascendancy at 12:47 see stats
By Isabrera the Dark Faerie Alchemist level 30
52nd Regrowth 123rd year of Ascendancy at 17:57 see stats
By Isabrera the Dark Faerie Alchemist level 26
22nd Regrowth 123rd year of Ascendancy at 17:25 see stats
By Isabrera the Dark Faerie Alchemist level 34
68th Regrowth 123rd year of Ascendancy at 20:06 see stats
By Isabrera the Dark Faerie Alchemist level 33
65th Regrowth 123rd year of Ascendancy at 06:30 see stats
By Isabrera the Dark Faerie Alchemist level 27
40th Regrowth 123rd year of Ascendancy at 20:42 see stats
By Isabrera the Dark Faerie Alchemist level 12
4th Dusk 122nd year of Ascendancy at 06:26 see stats
By Isabrera the Dark Faerie Alchemist level 32
61st Regrowth 123rd year of Ascendancy at 18:38 see stats
By Isabrera the Dark Faerie Alchemist level 20
53rd Dusk 122nd year of Ascendancy at 04:56 see stats
By Isabrera the Dark Faerie Alchemist level 17
28th Dusk 122nd year of Ascendancy at 23:39 see stats
By Isabrera the Dark Faerie Alchemist level 31
58th Regrowth 123rd year of Ascendancy at 18:27 see stats
By Isabrera the Dark Faerie Alchemist level 18
31st Dusk 122nd year of Ascendancy at 15:29 see stats
By Isabrera the Dark Faerie Alchemist level 10
2nd Summertide 122nd year of Ascendancy at 14:05 see stats
By Isabrera the Dark Faerie Alchemist level 20
52nd Dusk 122nd year of Ascendancy at 19:19 see stats
By Isabrera the Dark Faerie Alchemist level 30
52nd Regrowth 123rd year of Ascendancy at 13:40 see stats
By Isabrera the Dark Faerie Alchemist level 26
5th Regrowth 123rd year of Ascendancy at 20:35 see stats
By Isabrera the Dark Faerie Alchemist level 25
4th Decay 122nd year of Ascendancy at 05:31 see stats
By Isabrera the Dark Faerie Alchemist level 12
8th Dusk 122nd year of Ascendancy at 12:20 see stats
By Isabrera the Dark Faerie Alchemist level 32
62nd Regrowth 123rd year of Ascendancy at 00:19 see stats
By Isabrera the Dark Faerie Alchemist level 30
52nd Regrowth 123rd year of Ascendancy at 17:57 see stats
By Isabrera the Dark Faerie Alchemist level 10
5th Flare 122nd year of Ascendancy at 19:18 see stats
By Isabrera the Dark Faerie Alchemist level 25
1st Allure 123rd year of Ascendancy at 05:27 see stats
By Isabrera the Dark Faerie Alchemist level 10
4th Flare 122nd year of Ascendancy at 11:11 see stats
By Isabrera the Dark Faerie Alchemist level 25
80th Haze 122nd year of Ascendancy at 16:20 see stats
By Isabrera the Dark Faerie Alchemist level 20
52nd Dusk 122nd year of Ascendancy at 23:06 see stats
By Isabrera the Dark Faerie Alchemist level 29
52nd Regrowth 123rd year of Ascendancy at 13:40 see stats
Log
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Isabrera deactivates Metal Infusion.
Golem (servant of Isabrera) deactivates Reflective Skin.