Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Class Start Priority - Undead Version 1.5.5A variant of Keevan's Class Start Priority addon, modfied with great incompetence by Parcae to allow Undead to access Ashes of Uhr'rok starting zones. Zephyr 1.5.8 Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
OldRPG Revival 1.5.5oldRPG Tileset, trying to update for the newest version. It's a work in progress, but I've got the UI working again, and everything should be working as it once did before game updates broke things. Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Harbinger 1.5.6 Convenient Digging 1.5.5 Item Vault Tweak 1.4.9No level/plot limits on the item vault. Warning: I have no idea how quests will react to vaulting key items. Adventurer Quality of life buff 1.5.5This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. Forbidden Cults 1.5.9Official 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.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Myth's Minimalist UI 1.5.9This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Store Restocker 1.5.5Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Items Vault 1.5.0Donators/Buyers bonus! Adventurer Buff Addon 1.4.8Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Constitution Buffs 1.1.5Constitution now adds the following bonuses per point: 3 Con, 0.25% max health, 0.5% heal mod, 0.5% Stun Immunity, and 1 Max Stamina. Half-Finished Bone Giant Nerf 1.2.3Modifies the Half-Finished Bone Giant undead starting dungeon boss to be less overpowered: Arcane Combat Mod Merge 1.5.5Combines multiple good mods that enhance various aspects of Arcane Combat, with some edits to resolve compatibility issues:
Bladebender 1.5.6 Better Item Description 1.5.10This 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 EquipDoll - Clean Item Names 1.5.5Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Verdant Class Pack 1.5.2Content 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: |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Shalore |
Class | Zephyr |
Level / Exp | 19 / 3% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 69 (base 47) |
Constitution | 54 (base 46) |
Magic | 71 (base 47) |
Willpower | 51 (base 47) |
Cunning | 11 (base 10) |
Resources
Life | 534/560 |
Mana | 334/341 |
Healing Factor | 1.22 |
Regeneration | 0.84302 |
Speed
Mental | +2.62% |
Attack | +2.62% |
Movement | +48.60512205326% |
Spell | +2.62% |
Global | +102.1% |
Vision
Sight | 10 |
Lite | 2 |
See Invisible | 3 |
Offense: Mainhand
Damage | 65 |
Accuracy | 65 |
Crit Chance | 14% |
APR | 5 |
Speed | 0.73 |
Offense: Spell
Spellpower | 54 |
Crit Chance | 10% |
Speed | 0.97446891444163 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 12% |
Speed | 0.97446891444163 |
Offense: Damage Bonus
Acid | +10% |
Physical | +5% |
Cold | +10% |
Darkness | +8% |
Light | +10% |
Temporal | +8% |
Mind | +10% |
Fire | -10% |
Nature | +10% |
Offense: Damage Penetration
Temporal | +10% |
Darkness | +35% |
Defense: Base
Armour (hardiness) | 16.6075 (87.811550151976%) |
Defense | 82 |
Ranged Defense | 82 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 43 |
Mental Save | 20 |
Defense: Resistances
Physical | + 27%( 70%) |
Cold | + 15%( 70%) |
All | + 10%( 70%) |
Darkness | + 27%( 70%) |
Light | + 33%( 70%) |
Temporal | + 22%( 70%) |
Lightning | + 34%( 70%) |
Mind | + 18%( 70%) |
Fire | + 14%( 70%) |
Nature | + 37%( 70%) |
Defense: Immunities
Stun Resistance | 72% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (97% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 455 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (97% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Meta | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air archery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Spell / Swiftness | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Conveyance | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Static Shield |
talent | Feather Wind |
talent | Thunderstorm |
talent | Blur Sight |
detrimental effect | Zone-wide effect: Air decreases over time. If you run out of air you will start losing life. Look for bubbles to recover air. The water also reduces stun resistance by 10% and fire damage is reduced by 10%, however cold damage is increased by 10%. Underwater Zone |
beneficial effect | The target's spellpower has been increased by 8. Spellsurge |
Quests
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. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Heart of the Gloom. Escort: injured seer (level 1 of Heart of the Gloom)As a reward you gained talent category Spell / Divination (at mastery 0.80). | 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 +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you gained talent category Celestial / Hymns (at mastery 0.80). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Heart of the Gloom. Escort: worried loremaster (level 2 of Heart of the Gloom)As a reward you improved Magic by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 0 wormhole(s). | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed ice ant stinger. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' | active |
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 |
Equipment
On feet | Bethytha (0 def, 1 armour) Bethytha (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +8% lightning +6% temporal +9% mind Spell.save +6 (+2 eff.) Stun/Frz- +5% A pair of boots made of leather. |
Quiver | Galedar (15/19, 111% power, 5 apr) Galedar (15/19, 111% power, 5 apr)3.0 T1 arrow ammo [Rare] Nature Power 111% Range: 1.4x Uses 50% Mag, 70% Dex Dmg Physical Mastery Air Archer Acc+ +0.2% crit / acc Apr +5 Crit +3.0% Capacity 19 Ranged+ +12 lightning On Hit.r1 +4 physical On Crit.r2 +9 lightning +8 physical While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
Light source | bright brass lantern bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | shielding linen wizard hat of light (+15%) (1 def, 0 armour) shielding linen wizard hat of light (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +10% light ----- def ----- Defense +1 (+0 eff.) Resists +15% light Spell.save +5 (+1 eff.) A pointy cloth hat, very wizardly... |
Tool | It Which Writhes It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
On fingers | wizard's copper ring wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Rings can have magical properties. |
On fingers | marksman's copper ring marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings can have magical properties. |
Around waist | rough leather belt 'Blackvile' rough leather belt 'Blackvile'1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Mag dps ---------- Res.pen +25% darkness ----- def ----- Resists +5% fire +6% cold ---------- misc See.Invis +3 A belt that goes around your waist. |
In main hand | Surefire Surefire4.0 T1 longbow 2H weapon [Unique] Master Power 65% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Air Archer Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) Steady Shot: Level 2.0 Pwr.cost 8 out of 8/8. Range 9 Travel.spd instantaneous Description: Fire a steady shot, doing 150% damage with a 24% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
On hands | Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Cloak | enveloping linen cloak (7 def, 0 armour) enveloping linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +7 (+1 eff.) Phys.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | starlit copper amulet starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% light +11% darkness Blind- +20% Amulets can have magical properties. |
Inventory
healing infusion of the duelist (heal 192) healing infusion of the duelist (heal 192)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 192 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 46) healing infusion of the sneak (heal 46)0.1 T1 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 instantly heal yourself for 46 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 108 over 5 turns) regeneration infusion of the sneak (heal 108 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 108 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 243 over 5 turns) regeneration infusion of the titan (heal 243 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 243 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 243 over 5 turns) regeneration infusion of the titan (heal 243 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 243 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 5; power 20; turns 4; dispels darkness) sun infusion (rad 5; power 20; turns 4; dispels darkness)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 4 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the psychic (rad 5; power 47; turns 3; dispels darkness) sun infusion of the psychic (rad 5; power 47; turns 3; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 23). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 47) for 3 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 ability. |
sun infusion of the sneak (rad 5; power 27; turns 3; dispels darkness) sun infusion of the sneak (rad 5; power 27; turns 3; dispels darkness)0.1 T1 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 13). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 27) for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the titan (rad 5; power 48; turns 4; dispels darkness) sun infusion of the titan (rad 5; power 48; turns 4; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 24). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 48) for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the wizard (rad 6; power 55; turns 3; dispels darkness) sun infusion of the wizard (rad 6; power 55; turns 3; dispels darkness)0.1 T1 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 27). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 55) for 3 turns. 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 ability. |
wild infusion (resist 11%; cure physical) wild infusion (resist 11%; cure physical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 11% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 11%; cure magical) wild infusion (resist 11%; cure magical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 11% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 13%; cure mental, physical) wild infusion (resist 13%; cure mental, physical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 13% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 27%; cure mental) wild infusion of the psychic (resist 27%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 15%; cure mental) wild infusion of the titan (resist 15%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 15% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 21%; cure mental) wild infusion of the wizard (resist 21%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 5 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 ability. |
wild infusion of the wizard (resist 25%; cure magical) wild infusion of the wizard (resist 25%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 25% for 5 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 ability. |
biting gale rune of the psychic (110 cold damage; freeze 3 turns with power 47) biting gale rune of the psychic (110 cold damage; freeze 3 turns with power 47)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 110.22 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 47 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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 ability. |
heat beam rune (36 fire damage) heat beam rune (36 fire damage)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 36.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the warrior (power 9 for 5 turns) invisibility rune of the warrior (power 9 for 5 turns)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (97% of a turn) Is a spell Description: Activate the rune to become invisible (power 9) for 5 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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 ability. |
manasurge rune of the warrior (644% regen over 10 turns; 32 instant mana) manasurge rune of the warrior (644% regen over 10 turns; 32 instant mana)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Spell (97% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 644% for 10 turns and instantly restoring 32 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 ability. |
manasurge rune of the warrior (644% regen over 10 turns; 32 instant mana) manasurge rune of the warrior (644% regen over 10 turns; 32 instant mana)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Spell (97% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 644% for 10 turns and instantly restoring 32 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 ability. |
shielding rune of the warrior (absorb 83 for 3 turns) shielding rune of the warrior (absorb 83 for 3 turns)0.1 T2 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 create a protective shield absorbing at most 83 damage for 3 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 ability. |
Worn Glyph Worn Glyph0.1 T1 amulet jewelry [Unique] Nature/Disrupt While equipped: ----- def ----- Resists +10% blight +10% nature +10% arcane Spell.save +5 (+1 eff.) Aged by time and nature, it isn't clear what is enscribed on this pendant. Some of its power still lingers though. |
insulating copper amulet of willpower (+3) insulating copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +10% fire +10% cold Amulets can have magical properties. |
insulating steel amulet insulating steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% fire +10% cold Amulets can have magical properties. |
insulating steel amulet of constitution (+3) insulating steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +13% fire +10% cold Amulets can have magical properties. |
copper ring of arcana(+0.10/turn) copper ring of arcana(+0.10/turn)0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +20% ---------- misc Mana/turn +0.10 Rings can have magical properties. |
copper ring of frost (+20%) copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Rings can have magical properties. |
dwarven-steel battleaxe 'Murkreign' (140% power, 2 apr) dwarven-steel battleaxe 'Murkreign' (140% power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Rare] Disrupt Power 140% Range: 1.5x Uses 120% Mag Dmg Nature Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% On Hit.r1 +4 acid On Hit: * Slows global speed by 12% While equipped: dps ---------- Res.pen +10% acid ----- def ----- Resists +18% nature +9% acid Massive two-handed battleaxes. |
Emeliralaith (97% power, 5 apr) Emeliralaith (97% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Nature Power 97% Range: 1.3x Uses 45% Mag, 45% Dex Dmg Light Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 nature +4 temporal While equipped: ----- def ----- Resists +6% darkness +3% blight Spell.save +3 (+1 eff.) Pinning- +5% Sharp, short and deadly. |
Gilodil the Prismtooth (101% power, 5 apr) Gilodil the Prismtooth (101% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Disrupt Power 101% Range: 1.3x Uses 45% Mag, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 9 arcane resource burn * 20% chance to blind While equipped: dps ---------- On Hit (Melee): * 30% chance to blind ----- def ----- Resists +6% light ---------- misc Light +1 Sharp, short and deadly. |
Mayiwen (98% power, 5 apr) Mayiwen (98% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 98% Range: 1.3x Uses 45% Mag, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% On Crit: * wounds the target for 7 turns: 7 bleeding, 33% reduced healing While equipped: dps ---------- Phys.crit +5.0% Spell.crit +4% Phys.pwr +5 (+2 eff.) Dmg.mod +6% mind Res.pen +15% arcane ---------- misc Mana/turn +0.16 Mana/s.crit +6.00 Sharp, short and deadly. |
Spellblaze Shard (120% power, 10 apr) Spellblaze Shard (120% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 120% Range: 1.3x Uses 45% Dex, 45% Mag Dmg Physical Acc+ +0.5% APR / acc Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon Reqs Cun 16 [Unique] Arcane Power 111% Range: 1.3x Uses 55% Dex, 45% Mag Dmg Physical Acc+ +0.5% APR / acc Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
dwarven-steel dagger 'Isluta' (112% power, 7 apr) dwarven-steel dagger 'Isluta' (112% power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Arcane/Nature Power 112% Range: 1.3x Uses 45% Mag, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +15 insidious poison On Hit.r1 +6 fire While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Cut- +5% ---------- misc Telepathy Demon/Minor Demon/Major Sharp, short and deadly. |
hateful iron dagger of crippling (100% power, 5 apr) hateful iron dagger of crippling (100% power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Master/Psionic Power 100% Range: 1.3x Uses 45% Dex, 45% Mag Dmg Physical Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 darkness Against +5% Living On Crit: * cripple the target While equipped: dps ---------- Phys.crit +5.0% Sharp, short and deadly. |
iron dagger of crippling (97% power, 5 apr) iron dagger of crippling (97% power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Master Power 97% Range: 1.3x Uses 45% Dex, 45% Mag Dmg Physical Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +5.0% Sharp, short and deadly. |
steel greatmaul 'Yvudaretta' (136% power, 2 apr) steel greatmaul 'Yvudaretta' (136% power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Random Unique] Arcane/Psionic Power 136% Range: 1.5x Uses 120% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +26 mind On Hit.r1 +7 fire On Hit: * 34% chance to cause random gloom While equipped: Stats +6 Cun +6 Wil dps ---------- Res.pen +10% mind ----- def ----- Resists +9% mind Massive two-handed mauls. |
Colaryem (159% power, 12 apr) Colaryem (159% power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 159% Range: 1.6x Uses 130% Mag Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +12 Crit +11.0% Atk.spd 56% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
steel greatsword 'Eratir' (129% power, 2 apr) steel greatsword 'Eratir' (129% power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Rare] Arcane Power 129% Range: 1.6x Uses 120% Mag Dmg Mind Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 light Against +10% Undead On Hit.r1 +4 arcane On Hit: * 20% chance to cause random gloom While equipped: dps ---------- Dmg.mod +9% mind +3% arcane Res.pen +5% arcane +20% mind ----- def ----- Resists +5% arcane Massive two-handed swords. |
Sunbreak the elm longbow Sunbreak the elm longbow4.0 T1 longbow 2H weapon [Rare] Master Power 65% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Air Archer Acc+ +0.2% crit / acc Atk.spd 125% Range +6 On Crit.r2 +2 acid On Hit: * 40% chance to corrode armour by 30% While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+3 eff.) Dmg.mod +3% acid ----- def ----- Resists +3% light Longbows are used to shoot arrows at your foes. |
elm longbow 'Berek' elm longbow 'Berek'4.0 T1 longbow 2H weapon [Rare] Master Power 65% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Air Archer Acc+ +0.2% crit / acc Atk.spd 125% Range +6 While equipped: Stats +3 Str +2 Dex dps ---------- Phys.pwr +9 (+3 eff.) ----- def ----- Max.HP +10.00 HP.reg +1.00 Longbows are used to shoot arrows at your foes. |
Chamayasus the dwarven-steel longsword (148% power, 4 apr) Chamayasus the dwarven-steel longsword (148% power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Rare] Master Power 148% Range: 1.4x Uses 100% Mag Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: ----- def ----- Poison- +10% Disease- +15% Cut- +25% ---------- misc Max.stam +10.00 Sharp, long, and deadly. |
Volcanic Slasher (111% power, 5 apr) Volcanic Slasher (111% power, 5 apr)3.0 T1 longsword 1H weapon Reqs Str 16 [Unique] Nature/Master Power 111% Range: 1.4x Uses 100% Mag Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +5 Crit +5.0% Atk.spd 100% Melee+ +10 bleed On Crit.r2 +20 fire While equipped: ---------- misc Masteries +0.20 Wild-gift/Volcanism A long shard of obsidian, a weapon never seen in use these days. It belongs in a museum. |
Woemarrow the steel longsword (110% power, 3 apr) Woemarrow the steel longsword (110% power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Rare] Nature Power 110% Range: 1.4x Uses 100% Mag Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 nature +5 temporal While equipped: dps ---------- Melee Ret 4 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +18% acid +6% cold Sharp, long, and deadly. |
Shinemarrow (114% power, 2 apr) Shinemarrow (114% power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 114% Range: 1.4x Uses 100% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +3% light +3% arcane ----- def ----- Spell.save +12 (+4 eff.) ---------- misc Vim/s.crit +2.00 Max.mana +60.00 Blunt and deadly. |
Bloomsoul (94% power, 13 apr, nature damage) Bloomsoul (94% power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 94% Range: 1.1x Uses 25% Wil, 0% Mag, 10% Cun Dmg Nature Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.20 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 32 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Gleamfist (98% power, 24 apr, nature damage) Gleamfist (98% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 98% Range: 1.1x Uses 40% Wil, 0% Mag, 20% Cun Dmg Nature Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit: * 40% chance to daze at end of turn While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +4% mind +3% darkness Res.pen +25% light Melee Ret 4 darkness 4 light 4 mind On Hit (Melee): * 15% chance to blind ---------- misc Light +2 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. |
Guilt (94% power, 13 apr, arcane damage) Guilt (94% power, 13 apr, arcane damage)3.0 T2 mindstar 1H weapon [Unique] Arcane/Nature Power 94% Range: 1.1x Uses 25% Wil, 10% Mag, 10% Cun Dmg Arcane Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Spell.pwr +12 (+4 eff.) Mind.pwr +12 (+4 eff.) Dmg.mod +10% arcane +10% nature ----- def ----- Resists +10% arcane +10% nature Silence- +30% After the Mages of Angolwen had stabilised the Abashed Expanse, a few tried to restore life to the dead earth trapped in the sky. Their efforts were mostly unsuccessful, but this stone was found in the clutch of a newly grown sapling. |
Serpent's Glare (91% power, 15 apr, nature damage) Serpent's Glare (91% power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 91% Range: 1.1x Uses 30% Wil, 0% Mag, 10% Cun Dmg Nature Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% ---------- misc Masteries +0.20 Wild-curse/Snake aspect Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 230.14 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Voroth the Ebonyidol (100% power, 2 apr, cold element) Voroth the Ebonyidol (100% power, 2 apr, cold element)5.0 T1 staff 2H weapon [Rare] Nature Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +15% lightning +10% cold +3% darkness On Hit (Melee): * 6% chance to blind * 15% chance to inflict 15% damage reduction ----- def ----- Defense +5 (+1 eff.) Resists +6% darkness ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 83.79 light damage. Staves designed for wielders of magic, by the greats of the art. |
yew magestaff 'Scabsorrow' (120% power, 4 apr, arcane element) yew magestaff 'Scabsorrow' (120% power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Rare] Master Power 120% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% On Crit.r2 +12 nature While equipped: dps ---------- Phys.crit +5.0% Spell.crit +7% Crit.mult +12.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% arcane Melee Ret 4 blight On Hit (Melee): * Slows global speed by 15% ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
nightruned rough leather belt of the giants nightruned rough leather belt of the giants1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Resists +6% light +6% darkness Spell.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
rough leather belt 'Kirak' rough leather belt 'Kirak'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +12% temporal Res.pen +15% temporal ----- def ----- Resists +5% arcane Spell.save +5 (+1 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Voremina the Cobrabrawn (1 def, 0 armour) Voremina the Cobrabrawn (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind Res.pen +15% mind On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +1 (+0 eff.) Max.HP +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Kindleburst (0 def, 0 armour) Kindleburst (0 def, 0 armour)2.0 T1 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% temporal Res.pen +5% light +5% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +3% light +11% temporal A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Yviritira (9 def, 3 armour) Yviritira (9 def, 3 armour)3.0 T1 feet armor Reqs Heavy Armour Training [Rare] Nature While equipped: ----- def ----- Armour +3 Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Fatigue +2% Resists +5% lightning +5% temporal +5% arcane +3% fire Mind.save +3 (+2 eff.) Disease- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Sunstreak' (0 def, 7 armour) pair of iron boots 'Sunstreak' (0 def, 7 armour)3.0 T1 feet armor Reqs Heavy Armour Training [Rare] Master While equipped: dps ---------- Dmg.mod +15% mind +9% fire Res.pen +15% fire ----- def ----- Armour +7 Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Khelivor the Daygrit (0 def, 1 armour) Khelivor the Daygrit (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Res.pen +5% light Acc +6 (+2 eff.) On Hit (Melee): * 30% chance to blind ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Mind.save +5 (+3 eff.) Disarm- +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
Xanaminne the hardened leather gloves (0 def, 2 armour) Xanaminne the hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Rare] Master While equipped: Stats +7 Cun +4 Dex dps ---------- Mind.crit +1% Acc +6 (+2 eff.) Apr +7 ----- def ----- Armour +2 ---------- misc Psi/ret +0.12 Max.hate +8.00 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 9 Travel.spd instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Squalorshaper (0 def, 3 armour) Squalorshaper (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Res.pen +10% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +3 Fatigue +3% Resists +9% nature +5% arcane +11% light +13% darkness A cap made of leather. |
clarifying linen wizard hat (1 def, 0 armour) clarifying linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Psionic While equipped: Stats +2 Cun ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
hardened leather cap 'Dourstun' (0 def, 3 armour) hardened leather cap 'Dourstun' (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind Res.pen +10% darkness +10% mind On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +3 Fatigue +3% Resists +7% lightning +7% temporal +9% darkness A cap made of leather. |
Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +1 Defense +10 (+2 eff.) Fatigue +2% Poison- +30% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 18 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 50.53 to 151.58 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Glaldamira (3 def, 6 armour) Glaldamira (3 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Phys.save +6 (+3 eff.) HP.reg +2.50 Pinning- +10% Stun/Frz- +10% ---------- misc Stam/turn +1.60 Hate/m.crit +4.00 Max.hate +10.00 A suit of armour made of leather. |
Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)7.0 T1 shield armor Reqs Str 16 Heavy Armour Training 2 [Unique] Nature While equipped: ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +2 Block Masteries +0.20 Wild-gift/Rain On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Wrathroot's Barkwood (9 def, 10 armour, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 60 block)7.0 T2 shield armor Reqs Str 25 Heavy Armour Training 2 [Unique] Nature While equipped: ----- def ----- Armour +10 Defense +9 (+2 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +3 Block Masteries +0.10 Wild-curse/Treant aspect The barkwood of Wrathroot, made into roughly the shape of a shield. |
iron shield 'Nimbusveil' (4 def, 2 armour, 20.5 block) iron shield 'Nimbusveil' (4 def, 2 armour, 20.5 block)7.0 T1 shield armor Reqs Heavy Armour Training 2 [Rare] Nature While equipped: Stats +1 Mag +3 Wil +3 Con dps ---------- Melee+ 5 acid Melee Ret 11 acid On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +2 Defense +4 (+1 eff.) Rng.Def +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
hateful quiver of ash arrows of crippling (24/24, 119% power, 7 apr) hateful quiver of ash arrows of crippling (24/24, 119% power, 7 apr)3.0 T2 arrow ammo [Ego++] Master/Psionic Power 119% Range: 1.4x Uses 70% Dex, 50% Mag Dmg Physical Mastery Air Archer Acc+ +0.2% crit / acc Apr +7 Crit +9.5% Capacity 24 Ranged+ +11 darkness Against +8% Living On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows (23/23, 107% power, 5 apr) quiver of elm arrows (23/23, 107% power, 5 apr)3.0 T1 arrow ammo [Normal] Power 107% Range: 1.4x Uses 70% Dex, 50% Mag Dmg Physical Mastery Air Archer Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 23 Arrows are used with bows to pierce your foes to death. |
5 agate 5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
64 alchemist agate 64 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
10 spinel 10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Berorain the Voidbloom Berorain the Voidbloom2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness +12% mind Res.pen +25% mind +10% darkness +5% all Apr +7 ----- def ----- Resists +6% mind ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Glintnight the brass lantern Glintnight the brass lantern2.0 T1 lite [Rare] Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +6% acid Res.pen +5% light Melee Ret 8 light On Hit (Melee): * 30% chance to blind ----- def ----- Resists +6% light ---------- misc Light -5 Infravis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 102.52 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 102.52 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 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 50% 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
supercharged iron torque of mindblast [power 105] (8 cooldown) supercharged iron torque of mindblast [power 105] (8 cooldown)2.0 T1 torque charm [Ego] Psionic Fire a blast of psionic energies in a range 8 beam dealing 52.50 to 105.00 mind damage Puts all charms on 8 cooldown Torques are made by powerful psionics to store psionic powers. |
Yvoda the Jetblight [power 1] (10 cooldown) Yvoda the Jetblight [power 1] (10 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +15% darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Resists +3% darkness Remove up to 1 poisons or diseases from a target within range 8 (based on Willpower) Puts all charms on 10 cooldown 100% to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. |
6 amethyst 6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Cyruwyn the Unlightoozer [power 9] (6 cooldown) Cyruwyn the Unlightoozer [power 9] (6 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 15% chance to corrode armour by 30% * 30% chance to inflict 15% damage reduction ----- def ----- Resists +9% darkness Reveal the area around you, dispelling darkness (radius 9, power 72 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown 100% to regenerate 1 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 ametrine 5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Zephyr the Shalore Zephyr level 18
18th Dusk 122nd year of Ascendancy at 18:37 see stats
By Zephyr the Shalore Zephyr level 10
4th Flare 122nd year of Ascendancy at 01:48 see stats
By Zephyr the Shalore Zephyr level 10
8th Flare 122nd year of Ascendancy at 21:48 see stats
By Zephyr the Shalore Zephyr level 16
18th Dusk 122nd year of Ascendancy at 04:22 see stats
By Zephyr the Shalore Zephyr level 14
13rd Dusk 122nd year of Ascendancy at 23:30 see stats
Log
Zephyr deactivates Static Shield.
Zephyr activates Static Shield.
Zephyr deactivates Blur Sight.
Zephyr activates Blur Sight.
Zephyr deactivates Thunderstorm.
The furious lightning storm around Zephyr calms down and disappears.
Zephyr activates Thunderstorm.
A furious lightning storm forms around Zephyr!
Zephyr deactivates Feather Wind.
You carry too much--you are encumbered!
Drop some of your items.
Zephyr activates Feather Wind.
You are no longer encumbered.
Zephyr deactivates Feather Wind.
Zephyr deactivates Blur Sight.
Zephyr deactivates Static Shield.
Zephyr is no longer surging arcane power.
Zephyr deactivates Thunderstorm.
The furious lightning storm around Zephyr calms down and disappears.