








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | 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. Items Vault 1.6.0Donators/Buyers bonus! 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. Possessor Bonus Class 1.6.0Donators/Buyers bonus! 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: Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ashes of Urh'Rok 1.6.0Official Expansion!Embers of Rage 1.6.0Official Expansion!Better Item Description 1.6.0This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 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. Showing Items Tier in Inventory 1.6.0This 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 Always Transmogrify 1.6.0Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Reaver |
| Level / Exp | 26 / 88% |
| Size | big |
| Lifes / Deaths | Killed by Forgery of Haze (Nerosera the elder vampire) at level 26 on the 9th Allure 123rd year of Ascendancy at 13:34 / 1 |
Primary Stats
| Strength | 73 (base 41) |
| Dexterity | 15 (base 11) |
| Constitution | 59 (base 41) |
| Magic | 50 (base 37) |
| Willpower | 16 (base 10) |
| Cunning | 16 (base 10) |
Resources
| Life | -129/1026 |
| Mana | 160/160 |
| Vim | 0/80 |
| Healing Factor | 1.9509606986899 |
| Regeneration | 26.630613537117 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 1 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 42 |
| Crit Chance | 33% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 52 |
| Accuracy | 42 |
| Crit Chance | 25% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +4% |
| Blight | +8% |
| Physical | +7% |
| Cold | +12% |
| All | 0% |
Offense: Damage Penetration
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 33.570890314733 (88.454810495627%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 27 |
| Physical Save | 43 |
| Spell Save | 26 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 69%( 70%) |
| Arcane | + 47%( 70%) |
| Cold | + 61%( 70%) |
| All | + 44%( 70%) |
| Darkness | + 58%( 70%) |
| Light | + 52%( 70%) |
| Temporal | + 59%( 70%) |
| Lightning | + 53%( 70%) |
| Fire | + 48%( 70%) |
| Nature | + 54%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 50% |
| Poison Resistance | 80% |
| Silence Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 24 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 427 damage for 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 76 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% 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 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 37 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. |
Class Talents
| Corruption / Scourge | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Corruption / Reaving combat | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Rot | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Corruption / Vim | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Corruption / Plague | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 4/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Corruption / Torment | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Infestation |
| talent | Premonition |
| talent | Ruin |
| talent | Bone Shield |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | Reduces lightning damage received by 16%. Premonition Shield |
| beneficial effect | The target is out of phase with reality, increasing defense by 33, resist all by 25%, and reducing the duration of detrimental timed effects by 27%. Out of PhaseThese effects cap at 40%. |
| detrimental effect | The target has been staggered, reducing all damage dealt by 34%. Stormstrike |
| detrimental effect | The more you use runes, the longer they will take to recharge (+7 cooldowns). Runic Saturation |
| beneficial effect | The target is in a magical frenzy, improving spellpower by 10. Bloodlust |
| detrimental effect | The target is infected by a disease, reducing its constitution by 10 and doing 26.99 blight damage per turn. Rotting Disease |
| detrimental effect | The target has been splashed with acid, reducing armour by 34% (10). Armor Corroded |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
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. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | 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. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed electric eel tail. * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed orc heart. * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed snow giant kidney. * You've found the needed bear paw. | active |
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! | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Nerydhevea' (0 def, 4 armour)3.0 T3 feet armor [Random Unique] Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.crit +4.0% Phys.pwr +5 (+2 eff.) Dmg.mod +7% physical Apr +6 Melee Ret 2 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Fatigue +3% Resists +7% cold +7% fire +6% temporal Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Windstun'1.0 T3 lite [Rare] Nature While equipped: Stats +4 Mag +4 Cun +4 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 37% ----- def ----- Phys.save +11 (+3 eff.) Heal.mod +21% ---------- misc Light +4 Infravis +1 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Camaregen (6 def, 14 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +14 Defense +6 (+2 eff.) Fatigue +4% Resists +9% acid +3% light +4% all Phys.save +9 (+3 eff.) Max.HP +40.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | corrosive dwarven-steel gauntlets of war-making (0 def, 2 armour)1.5 T2 hands armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +8.0% Spell.crit +5% Mind.crit +6% Crit.mult +7.00% Melee+ 5 acid Dmg.mod +4% acid ----- def ----- Armour +2 Fatigue +3% Resists +6% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Zintir [power 3] (36.5/71 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 37% ----- def ----- Resists +9% acid +3% temporal +3% nature Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 71 cooldown 100% to heal for 46. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Balygund the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str +9 Mag +5 Wil dps ---------- Crit.mult +5.00% Spell.pwr +6 (+2 eff.) Res.pen +5% mind Acc +7 (+2 eff.) Apr +8 ----- def ----- Defense +9 (+3 eff.) Spell.save +6 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 93% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | Gilyrim the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Resists +6% blight +24% cold Crit.dmg- 5.00% Die.at -60.00 life Max.HP +80.00 Silence- +20% Disarm- +10% Rings can have magical properties. |
| Around neck | Elenovon the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Mind.crit +3% ----- def ----- Fatigue -5% Resists +12% light Crit.dmg- 10.00% Die.at -40.00 life HP.reg +6.00 ---------- misc Light +2 Amulets can have magical properties. |
| In main hand | Skullcleaver (120% power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 121% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
| Around waist | Zubynne1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.crit +2.0% Acc +10 (+3 eff.) ----- def ----- Resists +5% arcane +12% darkness Phys.save +3 (+1 eff.) HP.reg +1.40 Heal.mod +18% ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
| In off hand | plaguebringer's steel waraxe of crippling (109% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego++] Arcane/Master Power 109% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 22 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% ----- def ----- Disease- +12% One-handed war axes. |
| Cloak | restorative cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +12% blight +12% temporal +13% darkness +15% nature HP.reg +3.00 Heal.mod +13% Def/telep +18 Res/telep +10% Dur/telep +12% 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. |
| Main armor | Mirim (0 def, 9 armour)17.0 T2 massive armor [Random Unique] Nature/Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +9 Fatigue +22% Resists +6% temporal Spell.save +3 (+1 eff.) Mind.save +12 (+6 eff.) Max.HP +46.00 HP.reg +3.00 Heal.mod +11% Def/telep +10 Res/telep +10% Dur/telep +10% A suit of armour made of metal plates. |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 5; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the duelist (heal 83; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 83 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 28%; physical; dur 3; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 28% for 3 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 nature talent. |
Prismatic Rune (6 turns; physical, light, darkness, mind, temporal)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 3 light, 4 darkness, 3 mind, 3 temporal 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 psychic (range 4; phase 12; cd 13)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 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 12%, your defense is increased by 12 and all your resistances by 12%. 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. |
ethereal rune of the warrior (power 25; resist 23%; move 42%; dur 5; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 23% all resistance, you move 42% faster, and you are invisible (power 25). 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. |
shatter afflictions rune of the duelist (absorb 58; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 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 58 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster 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 36; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 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 36 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster 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. |
shatter afflictions rune of the psychic (absorb 37; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 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 37 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster 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. |
shatter afflictions rune of the sneak (absorb 55; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 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 55 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. 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. |
Darkpain0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +6% darkness Res.pen +5% darkness Melee Ret 6 lightning ----- def ----- Resists +6% lightning +18% light Amulets can have magical properties. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-5 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+4 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
grounding copper amulet of mastery (0.12 Corruption / Vim)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +21% ---------- misc Masteries +0.12 Corruption/Vim Amulets can have magical properties. |
stralite amulet 'Xanamira'0.1 T4 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +11 Wil dps ---------- Mind.pwr +18 (+10 eff.) Res.pen +5% blight ----- def ----- Resists +9% physical Mind.save +16 (+8 eff.) Confus- +25% ---------- misc Stam/turn +0.60 Max.vim +20.00 Amulets can have magical properties. |
wanderer's gold amulet of manastreaming0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +2 Mag +5 Cun +5 Con dps ---------- S.pwr/crit +2 Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.50 Mana/turn +0.11 Max.mana +28.00 Amulets can have magical properties. |
Nighthash0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 10% ----- def ----- Resists +3% darkness Max.HP +20.00 Disarm- +20% Pinning- +24% Knockbk- +23% Rings can have magical properties. |
copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Rings can have magical properties. |
rogue's steel ring of corrosion (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% acid ----- def ----- Defense +8 (+3 eff.) Resists +20% acid Rings can have magical properties. |
steel ring 'Quenchblast'0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Wil +5 Mag dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +10% nature Res.pen +5% cold Acc +7 (+2 eff.) Apr +8 ----- def ----- Defense +9 (+3 eff.) Resists +6% cold +20% nature +6% temporal Def/telep +5 Res/telep +5% Dur/telep +5% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 93% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Rings can have magical properties. |
warrior's copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% fire ----- def ----- Armour +6 Resists +20% fire Rings can have magical properties. |
Spellblaze Shard (120% power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 17 [Unique] Arcane Power 121% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) 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)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 55% Dex, 45% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 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. |
elemental dwarven-steel dagger of corruption (123% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego++] Arcane Power 123% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: 20% Curse of Defenselessness 3 On Hit: * Create an explosion dealing 71 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +8% cold Res.pen +9% cold Sharp, short and deadly. |
Alabers the steel mace (109% power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane Power 109% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 blight On Hit: * 8% chance to reduce strength, dexterity, and constitution by 22 * 25% chance for lightning to strike from the target to a second target dealing 71 damage On Crit: * Splash the target with acid dealing 119 damage over 5 turns and reducing armor and accuracy by 15 While equipped: Stats +1 Str +2 Con ----- def ----- Resists +1% physical Blunt and deadly. |
Elenytondur the Shockviper (132% power, 4 apr)3.0 T3 mace 1H weapon [Rare] Psionic Power 132% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +10 mind On Hit: * 12% chance to reduce all saves and defense by 12 While equipped: Stats +2 Str +2 Dex +3 Wil +11 Cun dps ---------- Melee Ret 4 lightning ---------- misc Light +2 Blunt and deadly. |
Bloomsoul (94% power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+5 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 15 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. |
gifted vined mindstar of balance (81% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 82% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+5 eff.) ----- def ----- Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +3 (+2 eff.) ---------- misc Equi/ret +0.60 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. |
Durudin4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +12 arcane On Hit.r1 +12 mind On Crit.r2 +8 mind While equipped: dps ---------- Phys.crit +3.0% Mind.crit +2% Mind.pwr +25 (+14 eff.) Acc +9 (+3 eff.) ----- def ----- Resists +5% arcane ---------- misc Hate/m.crit +2.00 Slings are used to hurl stones or metal shots at your foes. |
Staff of Bones (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Unique] Arcane Power 121% Range: 1.2x Uses 150% Mag Dmg Darkness Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+7 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Spell/Necrotic minions +0.10 Spell/Shades +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Necrosis +0.10 Spell/Advanced necrotic minions It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
blighted yew magestaff of greater warding (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +13 (+5 eff.) Dmg.mod +20% fire ----- def ----- Armour +7 Defense +9 (+3 eff.) ---------- misc Vim/s.crit +3.00 Max.vim +16.00 Wards +3 fire Talents +1 Command Staff +2 Ward Staves designed for wielders of magic, by the greats of the art. |
void walker's yew vilestaff (120% power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% fire ----- def ----- Resists +6% darkness +5% temporal Def/telep +5 Res/telep +5% Dur/telep +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff 'Loamstar' (120% power, 4 apr, blight element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +16 (+6 eff.) S.pwr/crit +7 Dmg.mod +20% blight +12% nature +3% arcane Res.pen +10% blight Melee Ret 4 arcane ----- def ----- Armour +6 Hardiness +5% Resists +5% arcane Phys.save +5 (+1 eff.) ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 9.08 to 10.90 blight damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
overgrown dwarven-steel steamgun of power4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +8 Proj.spd +600% On Hit: 10% Overgrowth 2 Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +8% physical Res.pen +11% physical ----- def ----- HP.reg +0.70 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
psychic's dwarven-steel steamgun4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego+] Psionic/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +8 mind Uses 2.0 Steam While equipped: Stats +1 Cun +1 Wil dps ---------- Mind.pwr +7 (+5 eff.) Dmg.mod +11% mind Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's dwarven-steel steamgun of power4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +13% physical Res.pen +10% physical Acc +8 (+3 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Eiliniwe the iron waraxe (103% power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Psionic Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 darkness Against +6% Living On Hit.r1 +12 mind While equipped: dps ---------- Res.pen +10% temporal ---------- misc Equi/ret +0.04 Psi/ret +0.04 One-handed war axes. |
Harelahell the steel waraxe (109% power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 109% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +4 acid On Hit: * 25% chance for lightning to strike from the target to a second target dealing 71 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Wil +1 Mag dps ---------- Phys.crit +5.0% Spell.pwr +6 (+2 eff.) Dmg.mod +6% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 One-handed war axes. |
elemental dwarven-steel waraxe (125% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Arcane Power 125% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 71 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +14% acid Res.pen +10% acid One-handed war axes. |
steel waraxe 'Anugorn' (119% power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Nature/Master Power 120% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 nature On Crit.r2 +19 fire While equipped: dps ---------- Mind.pwr +5 (+4 eff.) All.spd +3% Res.pen +8% fire ----- def ----- Resists +3% lightning +6% blight One-handed war axes. |
steel waraxe 'Skyjam' (118% power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 118% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 acid +7 mind +4 lightning On Hit: * 12% chance to reduce all saves and defense by 12 * Create an explosion dealing 71 lightning damage (1/turn) While equipped: Stats +2 Cun +2 Wil dps ---------- Dmg.mod +8% lightning Res.pen +8% lightning ----- def ----- Resists +15% acid One-handed war axes. |
Elenomas the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Mag dps ---------- Spell.crit +2% Spell.pwr +10 (+4 eff.) Phasing +30% ----- def ----- Fatigue -4% ---------- misc Max.enc +23 Vim/s.crit +2.00 A belt that goes around your waist. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Radhunarintir the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Str ----- def ----- Resists +3% blight +2% physical +3% fire Crit.dmg- 10.00% Max.HP +33.00 Confus- +20% A belt that goes around your waist. |
nightruned hardened leather belt of unlife1.0 T3 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +7% blight +8% light +7% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt 'Ulaneg'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Str +4 Mag +4 Con dps ---------- Phys.crit +2.0% On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Resists +3% blight ---------- misc Mana/turn +0.15 Max.mana +24.00 A belt that goes around your waist. |
spiritwalker's rough leather belt of burglary1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +4 Mag +4 Cun +6 Lck ----- def ----- Stealth +6 ---------- misc T.Disarm +6 Mana/turn +0.11 Max.mana +20.00 Infravis +4 A belt that goes around your waist. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+4 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Delynariyon (7 def, 8 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Mind.pwr +5 (+4 eff.) ----- def ----- Armour +8 Defense +7 (+2 eff.) Resists +17% cold Crit.dmg- 10.00% Max.HP +40.00 Silence- +20% ---------- misc Max.psi +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Salynn the Smearpulverizer (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Dmg.mod +3% nature ----- def ----- Defense +1 (+0 eff.) Resists +6% light Mind.save +3 (+2 eff.) Heal.mod +5% Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zanagund the Scorpiondeath (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 20% chance to slow global speed by 37% * 20% chance to reduce armor by 32% ----- def ----- Defense +2 (+1 eff.) Resists +18% acid Max.HP +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of the hunter (2 def, 7 armour)2.0 T3 cloak armor [Ego+] Nature/Master While equipped: dps ---------- Acc +21 (+7 eff.) ----- def ----- Armour +7 Defense +2 (+1 eff.) Fatigue -6% Resists +16% cold Max.HP +40.00 ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of battle (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) ----- def ----- Armour +6 Defense +1 (+0 eff.) Fatigue -3% Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's woollen robe of the mind (+11%) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Psionic While equipped: dps ---------- Dmg.mod +14% mind ----- def ----- Resists +26% mind +11% darkness +9% all Phys.save +12 (+4 eff.) Spell.save +11 (+5 eff.) Mind.save +23 (+12 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +5% nature ----- def ----- Resists +8% blight +11% all Max.HP +54.00 HP.reg +2.60 Heal.mod +15% Poison- +25% Disease- +32% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Adimira (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Mag +3 Cun +3 Con dps ---------- Dmg.mod +12% mind ----- def ----- Armour +3 Fatigue +2% Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cinderfeet (3 def, 5 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+1 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 10 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Xanyda the Furnacejeer (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +9 Lck +6 Dex dps ---------- Dmg.mod +18% fire Res.pen +15% arcane +25% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Armour +3 Stealth +7 A pair of boots made of leather. |
pair of hardened leather boots 'Gloredhenne' (0 def, 7 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Acc +25 (+8 eff.) Melee Ret 8 acid On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Armour +7 Resists +24% acid ---------- misc Infravis +2 A pair of boots made of leather. |
restorative pair of iron boots of evasion (3 def, 3 armour)3.0 T1 feet armor [Ego++] Nature/Master While equipped: ----- def ----- Armour +3 Defense +3 (+1 eff.) Fatigue +2% HP.reg +1.00 Heal.mod +10% Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 18% chance to evade melee and ranged attacks and 7 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue -3% Phys.save +7 (+2 eff.) ---------- misc Max.enc +20 Stam/turn +0.60 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+2 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Strikeborn the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 nature Dmg.mod +5% nature ----- def ----- Armour +2 Resists +6% lightning +6% fire +7% nature Phys.save +12 (+4 eff.) Die.at -80.00 life Heal.mod +20% Cut- +20% 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. |
Strikeknight the dwarven-steel gauntlets (0 def, 7 armour)1.5 T2 hands armor [Rare] Master While equipped: dps ---------- Dmg.mod +24% lightning Res.pen +20% cold ----- def ----- Armour +7 Fatigue +3% Resists +24% lightning +6% acid Mind.save +8 (+4 eff.) Max.HP +58.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Elenyruindil' (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+3 eff.) Melee+ 7 light Dmg.mod +5% light ----- def ----- Armour +2 Resists +8% light HP.reg +2.00 Heal.mod +10% Cut- +20% ---------- misc Stam/turn +0.50 Max.stam +10.00 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. |
restful rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- 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. |
Berirand the hardened leather cap (0 def, 7 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+4 eff.) ----- def ----- Armour +7 Fatigue +3% Resists +5% arcane +3% lightning Silence- +20% Confus- +20% ---------- misc Stam/ret +0.80 Equi/ret +0.90 A cap made of leather. |
Boradin the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +11 Dex dps ---------- Dmg.mod +6% blight Melee Ret 2 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +3% Resists +8% acid +8% fire +9% cold +8% lightning Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 59.4 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Falesatir (0 def, 4 armour)3.0 T3 head armor [Rare] Nature While equipped: Stats +4 Str +5 Wil dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +8% physical +15% cold +3% mind +3% temporal Phys.save +10 (+3 eff.) Spell.save +18 (+9 eff.) Knockbk- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Blackwill' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Cun +2 Dex dps ---------- Mind.crit +2% Crit.mult +5.00% Res.pen +5% mind Apr +5 ----- def ----- Armour +1 Fatigue +1% Mind.save +9 (+5 eff.) A cap made of leather. |
stabilizing hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +3% Phys.save +13 (+4 eff.) ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A cap made of leather. |
iron mail armour of the deep (2 def, 5 armour)14.0 T1 heavy armor [Ego+] Nature While equipped: ----- def ----- Armour +5 Defense +2 (+1 eff.) Fatigue +12% Resists +5% acid +5% cold ---------- misc Breathe water A suit of armour made of mail. |
Grineran (29 def, 8 armour)9.0 T5 light armor [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +6 Str +7 Dex +5 Mag +5 Wil +7 Cun +4 Con dps ---------- Phys.crit +7.0% Dmg.mod +9% acid Acc +10 (+3 eff.) Apr +13 ----- def ----- Armour +8 Defense +29 (+10 eff.) Fatigue +8% Resists +10% mind Mind.save +22 (+11 eff.) Die.at -20.00 life Max.HP +60.00 ---------- misc Stam/turn +1.10 Second Wind: (Instant) Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 103 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
radiant drakeskin leather armour of the deep (20 def, 12 armour)9.0 T5 light armor [Ego++] Nature While equipped: Stats +2 Wil ----- def ----- Armour +12 Defense +20 (+7 eff.) Fatigue +8% Resists +8% acid +5% cold +16% darkness +27% blight ---------- misc Light +1 Breathe water A suit of armour made of leather. |
troll-hide hardened leather armour of the deep (9 def, 8 armour)9.0 T3 light armor [Ego++] Nature While equipped: ----- def ----- Armour +8 Defense +9 (+3 eff.) Fatigue +8% Resists +8% acid +7% cold Max.HP +44.00 HP.reg +5.30 Heal.mod +13% ---------- misc Breathe water A suit of armour made of leather. |
4 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. |
360 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Erelin (dig speed 33 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +8 Dex +5 Con dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +7% nature ----- def ----- Resists +12% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Gunozilarand the Hellssmasher (dig speed 29 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% fire +6% physical Res.pen +25% physical Acc +30 (+10 eff.) ----- def ----- Defense +25 (+8 eff.) Resists +7% darkness Affinity +15% darkness Die.at -40.00 life ---------- misc Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Murkradiance the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.crit +3.0% Dmg.mod +3% physical +6% nature +6% cold Res.pen +20% nature ----- def ----- Resists +11% nature Die.at -80.00 life While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe (dig speed 30 turns)3.0 T3 digger tool [Normal] While equipped: Stats +2 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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.(62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Turozilastir'1.0 T3 lite [Rare] Master While equipped: Stats +5 Cun +6 Con ----- def ----- Resists +5% arcane Spell.save +9 (+4 eff.) Max.HP +100.00 ---------- misc Light -6 Infravis +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp of health1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Max.HP +48.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Wintergrinder'2.0 T1 lite [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +12% cold Res.pen +10% fire ----- def ----- Blind- +23% Confus- +13% ---------- misc Light +7 See.Stealth +7 See.Invis +5 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 6 turns. The radius will increase with your Cunning. 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
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)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
barbed pouch of dwarven-steel shots of accuracy (10/22, 147% power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego+] Master Power 147% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +10 Apr +3 Crit +14.0% Capacity 22 On Crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
plaguebringer's pouch of iron shots of crippling (16/16, 114% power, 1 apr)3.0 T1 shot ammo [Ego++] Arcane/Master Power 114% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +9.0% Capacity 16 Ranged+ +7 blight On Hit: 20% Epidemic 1 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 22 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
Mardydas [power 2] (36.5/40 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +4 Con dps ---------- Res.pen +20% mind Acc +20 (+7 eff.) ----- def ----- Resists +5% arcane +15% cold Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 40 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
extending iron torque of psionic shield [power 29] (36.5/25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 29 for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
overpowered dwarven-steel torque of gale force [power 275] (36.5/20 cooldown)2.0 T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 10 spaces and dealing 75 physical damage Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
powerful steel torque of psionic shield [power 59] (36.5/25 cooldown)2.0 T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 59 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind [power 2] (36.5/40 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 40 cooldown Torques are made by powerful psionics to store psionic powers. |
Anurohir [power 60] (36.5/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Con ----- def ----- Disarm- +20% ---------- misc Infravis +1 Heal yourself and all friendly characters within 10 spaces for 60 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Barezilarin [power 126] (36.5/15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +9% mind ----- def ----- Resists +9% lightning +6% cold Heal yourself and all friendly characters within 10 spaces for 126 Puts all charms on 15 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Elelrada the Greenresolve [power 126] (36.5/15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Res.pen +5% darkness +10% nature On Hit (Melee): * 20% chance to slow global speed by 37% Sting an enemy dealing 32 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of stinging 'Staroracle' [power 144] (36.5/15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Resists +3% blight +6% cold +9% mind Phys.save +6 (+2 eff.) Heal.mod +20% Sting an enemy dealing 37 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
cleansing elm totem of stinging [power 66] (36.5/15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 17 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing [power 60] (36.5/15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 60 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
yew totem of healing [power 228] (36.5/15 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 228 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
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. |
Relgudas the elm wand of shielding [power 60] (36.5/20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +2 Cun +6 Con dps ---------- S.pwr/crit +4 ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Max.vim +50.00 See.Invis +3 Create a shield absorbing up to 60 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 23% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 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. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Anguis the Ghoul Reaver level 23
50th Haze 122nd year of Ascendancy at 08:25 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Anguis the Ghoul Reaver level 20
32nd Haze 122nd year of Ascendancy at 20:08 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Anguis the Ghoul Reaver level 10
3rd Summertide 122nd year of Ascendancy at 00:26 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Anguis the Ghoul Reaver level 20
11st Haze 122nd year of Ascendancy at 02:55 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Anguis the Ghoul Reaver level 10
14th Dusk 122nd year of Ascendancy at 10:05 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Anguis the Ghoul Reaver level 10
7th Dusk 122nd year of Ascendancy at 13:21 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Anguis the Ghoul Reaver level 25
60th Haze 122nd year of Ascendancy at 12:09 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Anguis the Ghoul Reaver level 18
1st Time of Equilibrium 122nd year of Ascendancy at 16:08 see stats
Log
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 41.
Nerosera the elder vampire leeches life from Anguis!
Nerosera the elder vampire hits Anguis for 73 physical, 4 light, 46 darkness, 122 physical, 8 light, 4 light, 46 darkness (305 total damage).
Melee retaliation hits Nerosera the elder vampire for 0 temporal, 0 temporal (1 total damage).
Nerosera the elder vampire receives 3 healing from Anguis.
Nerosera the elder vampire leeches life from Anguis!
Anguis HEALS from blight damage!
Rotting Disease from Nerosera the elder vampire hits Anguis for 12 blight, 11 healing (12 total damage) [11 healing].
Bleeding from Anguis hits Forgery of Haze (Nerosera the elder vampire) for 3 physical damage.
Decrepitude Disease from Anguis hits Forgery of Haze (Nerosera the elder vampire) for 3 blight damage.
Nerosera the elder vampire stops bleeding.
Decrepitude Disease from Anguis hits Nerosera the elder vampire for 3 blight damage.
--------------------------------
Anguis casts Dark Portal.
Anguis is out of phase.
Medic turret receives 53 healing.
Nerosera the elder vampire receives 44 healing from Medic turret.
Forgery of Haze (Nerosera the elder vampire) receives 44 healing from Medic turret.
Something receives 43 healing from Medic turret.
Medic turret receives 53 healing from Medic turret.
Nerosera the elder vampire casts Shadow Grasp.
Nerosera the elder vampire's spell attains critical power!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 67.
Anguis resists the silence!
Anguis is disarmed!
Forgery of Haze (Nerosera the elder vampire) casts Shadow Grasp.
Forgery of Haze (Nerosera the elder vampire)'s spell attains critical power!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 41.
Saving game...





































































































































