Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Tier-1 Short Circuit Option 1.7.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality 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 1.7.2This 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 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Drem |
Class | Adventurer |
Level / Exp | 50 / 1252% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 51 (base 20) |
Dexterity | 79 (base 25) |
Constitution | 32 (base 20) |
Magic | 159 (base 60) |
Willpower | 90 (base 60) |
Cunning | 104 (base 63) |
Resources
Mana | 585/585 |
Psi | 170/170 |
Vim | 286/286 |
Life | 1486/1486 |
Stamina | 442/442 |
Paradox | 300 |
Healing Factor | 2.0859124267895 |
Regeneration | 53.119179105664 |
Speed
Mental | -1.0103029524089E-12% |
Attack | 0% |
Movement | +76.20512205326% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -996 |
Infravision | 10 |
See Stealth | 64.008794545935 |
See Invisible | 78.008794545935 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major, animal/canine |
Offense: Mainhand
Damage | 135 |
Accuracy | 72 |
Crit Chance | 59% |
APR | 27 |
Speed | 1.00 |
Offense: Offhand
Damage | 63 |
Accuracy | 72 |
Crit Chance | 60% |
APR | 49 |
Speed | 1.00 |
Offense: Spell
Spellpower | 112 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 58 |
Crit Chance | 41% |
Speed | 1 |
Offense: Damage Bonus
Cold | +72% |
Lightning | +182% |
Darkness | +72% |
Temporal | +68% |
Blight | +80% |
Mind | +72% |
Fire | +85% |
All | +62% |
Offense: Damage Penetration
Lightning | +76% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 39.362437500279 (54.823135475018%) |
Defense | 92 |
Ranged Defense | 102 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 61 |
Mental Save | 72 |
Defense: Resistances
Nature | + 55%( 70%) |
Lightning | + 70%( 70%) |
Light | + 61%( 80%) |
Temporal | + 51%( 70%) |
Blight | + 51%( 70%) |
Physical | + 51%( 70%) |
Cold | + 55%( 70%) |
All | + 45%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 91% |
Poison Resistance | 20% |
Blind Resistance | 10% |
Silence Resistance | 90% |
Teleport Resistance | 0% |
Pinning Resistance | 100% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 43 up to 9 times. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 81 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 985% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Corruption / Blight | 1.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Psionic / Projection | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Magical combat | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Technique / Battle tactics | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Storm | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Chronomancy / Chronomancy | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Drem | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.40 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Vile life | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Arcane Feed |
talent | Hurricane |
talent | Arcane Combat |
talent | Trained Reactions |
talent | Fiery Hands |
talent | Dark Ritual |
talent | Chant of Fortitude |
talent | Beyond the Flesh |
talent | Thunderstorm |
talent | Defensive Posture |
talent | Tempest |
talent | Feather Wind |
talent | Shock Hands |
talent | Elemental Discord |
talent | Contingency |
talent | Kinetic Aura |
beneficial effect | Gain 15% all damage and 10% all res. Empowered by the shadows |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 8 of Dreadfell. Escort: lost tinker (level 8 of Dreadfell)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Heightened Senses (+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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed giant spider spinneret. * You've found the needed ritch stinger. Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed pouch of bone giant dust. * You've found the needed hummerhorn wing. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed xorn fragment. * You've found the needed honey tree root. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Storm Fury Storm Fury4.0 Encumbrance T5 longbow 1H weapon [Unique] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On Hit: 12% Chain Lightning level 3 While equipped: Stats +10 Dex +10 Mag offense ------ Spell Crit +10% Spellpower +30 (+5 eff.) Move Speed +30% On-Ranged-Hit 75 lightning Damage +25% lightning defense ------ Defense +30 (+6 eff.) Resistance +20% lightning other ------- Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 199 to 398 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Quiver | psychokinetic quiver of elven-wood arrows of crippling (21/21, 150% power, 14 apr) psychokinetic quiver of elven-wood arrows of crippling (21/21, 150% power, 14 apr)3.0 Encumbrance T4 arrow ammo [Ego++] Master/Psionic Weapon Damage 151% Range: 1.0x-1.4x Uses 30% Wil, 42% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +19.5% Capacity 21 On-ranged-hit +8 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 228 physical damage On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
On hands | Storm Bringer's Gauntlets (0 def, 5 armour) Storm Bringer's Gauntlets (0 def, 5 armour)1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+2 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Unarmed combat: Weapon Damage 126% Range: 1.0x-1.4x Uses 24% Wil, 64% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +4.0% Attack Speed 83% On-hit +20 lightning On Hit: 20% Chain Lightning level 2 On Hit: 15% Nova level 1 On Spell Hit: 10% Lightning level 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Light source | Dúathedlen Heart Dúathedlen Heart1.0 Encumbrance T4 lite [Unique] Arcane While equipped: Stats +5 Mag offense ------ Physical Power +7 (+2 eff.) On-Hit 20 darkness defense ------ Resistance +30% light Max Resistance +10% light other ------- Light -1000 Infravision +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness level 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
On head | hardened leather hat 'Oozemoon' (0 def, 3 armour) hardened leather hat 'Oozemoon' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +5 Str +8 Wil offense ------ Spell Crit +2% Physical Power +9 (+2 eff.) Spellpower +30 (+5 eff.) Spellpower/crit +6 When Hit 10 nature defense ------ Armor +3 Fatigue +3% Resistance +11% physical Physical save +11 (+5 eff.) Spell save +15 (+3 eff.) other ------- Mana-on-crit +2.00 A hat made of leather. Very stylish. |
On feet | Radhydunastir the pair of drakeskin leather boots (0 def, 5 armour) Radhydunastir the pair of drakeskin leather boots (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +10 Mag +4 Wil +1 Cun +1 Con offense ------ Spell Crit +5% defense ------ Armor +5 Resistance +12% blight Silence Resist +50% Confus Resist +44% Stun Resist +46% other ------- Stamina/turn +0.80 Mana/turn +0.43 Max mana +51.00 Max stamina +25.00 Light +1 A pair of boots made of leather. |
Tool | Glimmertouch [power 200] (15 cooldown) Glimmertouch [power 200] (15 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +3 Cun +3 Wil offense ------ Critical power +20.00% Ignore resists +10% mind other ------- Light +3 Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | The Black Ring The Black Ring0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +3% defense ------ Spell save +7 (+1 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
On fingers | voratun Windborne Azurite ring voratun Windborne Azurite ring0.1 Encumbrance T5 ring jewelry [Ego+] Nature While equipped: Stats +8 Cun +8 Dex offense ------ Move Speed +15% Damage +20% lightning defense ------ Damage Avoidance +8% Affinity +20% lightning Life +82.00 Life Regen +18.00 Healmod +16% Rings make your fingers look great! |
Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.1 Encumbrance T5 amulet jewelry [Unique] While equipped: Stats +5 Mag +5 Con offense ------ Physical Power +12 (+3 eff.) Spellpower +16 (+2 eff.) Damage +10% lightning +10% fire +10% cold +9% all When Hit 34 darkness defense ------ Armor +5 Resistance +5% all Healmod +50% other ------- Infravision +3 See Invisibility +14 Telepathy Demon/Major Demon/Minor Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Amulets make your neck look great! |
In main hand | magewarrior's short elven-wood magestaff of might (129% power, 5 apr, lightning element) magewarrior's short elven-wood magestaff of might (129% power, 5 apr, lightning element)5.0 Encumbrance T4 staff 1H weapon [Ego+] Arcane/Master Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Physical Crit +5.0% Spell Crit +16% Physical Power +8 (+2 eff.) Spellpower +20 (+3 eff.) Damage +25% lightning Accuracy +11 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | Gunelesta the hardened leather belt Gunelesta the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: defense ------ Resistance +3% lightning +18% cold +18% nature Unlife -80.00 life Life Regen +2.10 Healmod +15% Blind Resist +10% Poison Resist +20% Disarm Resist +20% A belt that goes around your waist. |
In off hand | Seeds of the Black Tree (115% power, 27 apr, darkness damage) Seeds of the Black Tree (115% power, 27 apr, darkness damage)3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Weapon Damage 115% Range: 1.0x-1.1x Uses 40% Wil, 30% Mag Damage Darkness Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +27 Critical Rate +5.0% Attack Speed 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag offense ------ Spell Crit +12% Mind Crit +12% Spellpower +12 (+2 eff.) Mindpower +12 (+4 eff.) Damage +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
Cloak | Skypain the elven-silk cloak (3 def, 0 armour) Skypain the elven-silk cloak (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +11 Dex +6 Mag +5 Wil +5 Cun +5 Con offense ------ Spell Crit +8% Damage +6% temporal Ignore resists +26% lightning Accuracy +9 (+2 eff.) Ignore Armor +9 defense ------ Defense +3 (+1 eff.) Resistance +9% lightning +12% temporal Spell save +15 (+3 eff.) other ------- Stamina/turn +1.20 Masteries +0.40 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Aeruth the elven-silk robe (0 def, 0 armour) Aeruth the elven-silk robe (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane While equipped: Stats +10 Mag +5 Wil offense ------ Spellpower +64 (+10 eff.) Spellpower/crit +7 Damage +38% all defense ------ Resistance +15% all Silence Resist +40% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.08 Mana-on-crit +2.09 Max vim +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
wild infusion of the duelist (res 36%; mental, physical; dur 2; cd 12) wild infusion of the duelist (res 36%; mental, physical; dur 2; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 36% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 73; dur 4; cd 16) acid wave rune (damage 73; dur 4; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 72.90 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 8; phase 22; cd 11) blink rune of the sneak (range 8; phase 22; cd 11)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 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 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the warrior (range 8; phase 21; cd 13) blink rune of the warrior (range 8; phase 21; cd 13)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 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 21%, your defense is increased by 21 and all your resistances by 21%. 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. |
blink rune of the warrior (range 8; phase 16; cd 13) blink rune of the warrior (range 8; phase 16; cd 13)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 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 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 600% over 10 turns; mana 30; cd 17) manasurge rune (regen 600% over 10 turns; mana 30; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (99 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the wizard (regen 1554% over 10 turns; mana 78; cd 12) manasurge rune of the wizard (regen 1554% over 10 turns; mana 78; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1554% for 10 turns (257 total) and instantly restoring 78 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 29; cd 19) shatter afflictions rune (absorb 29; cd 19)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 19 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 29 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 39; blocks 7; dur 4; cd 14) stormshield rune of the psychic (threshold 39; blocks 7; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 39 up to 7 times. 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. |
stormshield rune of the titan (threshold 28; blocks 5; dur 4; cd 12) stormshield rune of the titan (threshold 28; blocks 5; dur 4; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 28 up to 5 times. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 25; cd 15) teleportation rune (range 25; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 25 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the psychic (range 131; cd 15) teleportation rune of the psychic (range 131; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 131 with a minimum range of 15. 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. |
5 schematic: Acid Groove 5 schematic: Acid Groove0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Air Recycler 8 schematic: Air Recycler0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Hand Cannon 3 schematic: Hand Cannon0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Headlamp 7 schematic: Headlamp0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Healing Salve 4 schematic: Healing Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell schematic: Hook Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove schematic: Incendiary Groove0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Iron Grip 8 schematic: Iron Grip0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Itching Powder 4 schematic: Itching Powder0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic Stabiliser 2 schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Lightning Coil 6 schematic: Lightning Coil0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Magnetic Shell 8 schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Mana Coil 7 schematic: Mana Coil0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Mental Stimulator 3 schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Moss Tread 6 schematic: Moss Tread0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Pain Suppressor Salve 8 schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Poison Groove 7 schematic: Poison Groove0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Power Distributor 3 schematic: Power Distributor0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
17 schematic: Razor Edge 17 schematic: Razor Edge0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Rocket Boots 3 schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Rustproof Coating 5 schematic: Rustproof Coating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
9 schematic: Saw Projector 9 schematic: Saw Projector0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Saw Shell 6 schematic: Saw Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Second Skin 4 schematic: Second Skin0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Shocking Edge 6 schematic: Shocking Edge0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Shocking Touch 6 schematic: Shocking Touch0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Silver Filigree 4 schematic: Silver Filigree0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Solid Shell 3 schematic: Solid Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Spike Attachment 4 schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Spring Grapple 7 schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
11 schematic: Steamgun 11 schematic: Steamgun0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
15 schematic: Steamsaw 15 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunder Grenade 3 schematic: Thunder Grenade0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Thunderclap Coating 6 schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Toxic Cannister Launcher 5 schematic: Toxic Cannister Launcher0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Shell schematic: Toxic Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force Salve 2 schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Viral Injector 6 schematic: Viral Injector0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Viral Needlegun 3 schematic: Viral Needlegun0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Sentry 2 schematic: Voltaic Sentry0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
12 schematic: Water Salve 12 schematic: Water Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Waterproof Coating 7 schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: White Light Emitter 3 schematic: White Light Emitter0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Winterchill Edge 7 schematic: Winterchill Edge0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Tome of Uttercold Tome of Uttercold0.1 Encumbrance tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
Balogas the Freezepain Balogas the Freezepain0.1 Encumbrance T3 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Mag offense ------ Spell Crit +4% Spellpower +5 (+0 eff.) Damage +6% acid +12% cold +6% lightning +6% fire defense ------ Resistance +3% temporal +21% fire +6% nature +15% cold Physical save +15 (+7 eff.) Spell save +15 (+3 eff.) Mind save +18 (+5 eff.) Silence Resist +20% Amulets make your neck look great! |
Blastwolf Blastwolf0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +4 Cun +4 Mag offense ------ Ignore resists +10% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 42 defense ------ Fatigue -6% Resistance +12% lightning Crit Resistance 15.00% Life Regen +3.00 other ------- Light +2 Amulets make your neck look great! |
Fanged Collar Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+7 eff.) Spell save +15 (+3 eff.) Mind save -7 (-2 eff.) Life +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. |
Feathersteel Amulet Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+3 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Shimmerscar the copper amulet Shimmerscar the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +9% lightning defense ------ Resistance +6% cold Unlife -80.00 life Life +80.00 Life Regen +4.00 Blind Resist +15% Teleport Resist +10% other ------- Infravision +4 Sight +2 See Invisibility +7 Amulets make your neck look great! |
Singeonslaught Singeonslaught0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Dex +9 Cun +10 Con offense ------ Critical power +5.00% Move Speed +10% When Hit 10 physical defense ------ Fatigue -10% Resistance +35% mind +6% fire Physical save +25 (+11 eff.) Spell save +18 (+4 eff.) Mind save +24 (+6 eff.) Life Regen +4.00 Confus Resist +33% other ------- Stamina/turn +4.20 Amulets make your neck look great! |
Yvelaith the stralite amulet Yvelaith the stralite amulet0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +5 Con offense ------ Critical power +20.00% Ignore Armor +2 defense ------ Armor +8 Resistance +12% physical +15% light +9% temporal Crit Resistance 15.00% Life +80.00 other ------- Stamina/turn +1.00 Amulets make your neck look great! |
copper amulet 'Glacierrupture' copper amulet 'Glacierrupture'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str offense ------ Accuracy +15 (+4 eff.) When Hit 2 cold defense ------ Resistance +11% lightning Unlife -40.00 life Stun Resist +22% other ------- Stamina/turn +2.00 Amulets make your neck look great! |
copper amulet 'Oluldir' copper amulet 'Oluldir'0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ Critical power +11.00% Mindpower +25 (+7 eff.) Spellpower/crit +4 Accuracy +6 (+2 eff.) Ignore Armor +11 defense ------ Spell save +3 (+0 eff.) other ------- EQ when Hit +0.12 Max hate +2.00 Max psi +50.00 Amulets make your neck look great! |
copper amulet of constitution (+3) copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
enraging voratun amulet of perfection (0.33 Technique / Warcries,0.33 Spell / Master of bones) enraging voratun amulet of perfection (0.33 Technique / Warcries,0.33 Spell / Master of bones)0.1 Encumbrance T5 amulet jewelry [Ego++] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Combat Speed +10% Damage +7% physical other ------- Masteries +0.33 Technique/Warcries +0.33 Spell/Master of bones Amulets make your neck look great! |
restful copper amulet restful copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: defense ------ Fatigue -4% Life Regen +2.00 Amulets make your neck look great! |
vitalizing voratun amulet of willpower (+4) vitalizing voratun amulet of willpower (+4)0.1 Encumbrance T5 amulet jewelry [Ego+] Nature While equipped: Stats +7 Wil +4 Con defense ------ Physical save +8 (+4 eff.) Life +52.00 Life Regen +7.00 Amulets make your neck look great! |
Orb of Many Ways Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Boltmarrow Boltmarrow0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Cun +6 Dex offense ------ Physical Power +9 (+2 eff.) Spellpower +6 (+1 eff.) Mindpower +7 (+2 eff.) Damage +18% lightning +6% fire Ignore resists +20% lightning +15% fire Accuracy +9 (+2 eff.) defense ------ Resistance +7% blight +3% fire +12% nature Poison Resist +12% Disease Resist +18% Rings make your fingers look great! |
Dazzlewend the steel ring Dazzlewend the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Damage +30% light Ignore resists +25% acid +15% fire When Hit 6 light defense ------ Resistance +6% fire Life +24.00 Disarm Resist +29% Pinning Resist +31% Knockbk Resist +27% other ------- Light +3 Rings make your fingers look great! |
Duskthorn the voratun ring Duskthorn the voratun ring0.1 Encumbrance T5 ring jewelry [Rare] Psionic While equipped: Stats +8 Cun +19 Wil offense ------ Mindpower +15 (+4 eff.) Damage +18% mind +9% nature +9% darkness On-Hit (Melee): * 20% chance to slow global speed by 62% * 20% chance to reduce damage dealt by 28% Rings make your fingers look great! |
Gilarand the Foghunger Gilarand the Foghunger0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun offense ------ On-Hit 31 physical On-Ranged-Hit 34 physical Damage +19% nature +12% lightning Accuracy +13 (+3 eff.) Ignore Armor +17 On-Hit (Melee): * 20% chance to reduce all saves and defense by 34 * 21% chance to reduce damage dealt by 28% On-Hit (Ranged): * 17% chance to reduce all saves and defense by 34 defense ------ Defense +17 (+3 eff.) Resistance +38% nature +21% darkness other ------- Hate-on-crit +3.00 Max hate +15.00 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 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 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Glowglamour Glowglamour0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun +6 Wil offense ------ Mindpower +6 (+2 eff.) Damage +6% blight +14% fire When Hit 4 light 6 blight defense ------ Fatigue -6% Resistance +6% blight +28% fire +3% light other ------- Encumbrance +28 Rings make your fingers look great! |
Hettebers the voratun ring Hettebers the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +15 Dex +7 Mag +7 Wil +17 Cun offense ------ Spellpower +15 (+2 eff.) Damage +6% acid Ignore resists +10% mind +26% acid Accuracy +23 (+6 eff.) When Hit 8 acid On-Hit (Melee): * 21% chance to reduce armor by 53% Rings make your fingers look great! |
Mardygorn the steel ring Mardygorn the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Cun +8 Dex offense ------ Physical Crit +3.0% Damage +11% lightning +3% physical Accuracy +6 (+2 eff.) defense ------ Resistance +22% lightning Life Regen +2.00 Stun Resist +26% Rings make your fingers look great! |
Nightsong Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+1 eff.) Fatigue -7% Mind save +13 (+3 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 3.5 Power cost 50 out of 50/50. Range 8 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of the Archlich Ring of the Archlich0.1 Encumbrance T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: offense ------ Spellpower +8 (+1 eff.) Damage +10% darkness +10% cold defense ------ Resistance +10% darkness +10% cold Spell save +8 (+2 eff.) Poison Resist +25% Cut Resist +25% other ------- Max souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the Dead Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+5 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Tarrirain the gold ring Tarrirain the gold ring0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +7 Con offense ------ Physical Power +10 (+2 eff.) Damage +14% acid defense ------ Resistance +28% acid +6% cold +9% temporal +1% physical Crit Resistance 5.00% Spell save +3 (+0 eff.) Life Regen +3.00 Stun Resist +27% Rings make your fingers look great! |
Urentir Urentir0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Nature While equipped: Stats +7 Wil +7 Mag offense ------ Spellpower +13 (+2 eff.) Damage +9% acid +15% blight When Hit 4 blight defense ------ Resistance +6% blight Life +88.00 Life Regen +10.00 Healmod +13% Blind Resist +33% other ------- Infravision +5 See Stealth +21 See Invisibility +16 Rings make your fingers look great! |
Vargh Redemption Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 32.79 cold and 30.88 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Wheel of Fate Wheel of Fate0.1 Encumbrance T4 ring jewelry [Unique] Arcane While equipped: Stats +6 Mag +6 Wil offense ------ Physical Power +9 (+2 eff.) Spellpower +20 (+3 eff.) Mindpower +11 (+3 eff.) Ignore resists +10% mind On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 42 * 20% chance to reduce all saves and defense by 34 defense ------ Resistance +3% blight Silence Resist +33% other ------- Mana/turn +0.28 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Wintersage the steel ring Wintersage the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +2 Cun offense ------ Mind Crit +6% Damage +6% mind +12% cold Ignore resists +15% mind defense ------ Life Regen +3.00 Stun Resist +20% Rings make your fingers look great! |
copper ring of arcana (+0.10/turn) copper ring of arcana (+0.10/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Silence Resist +23% other ------- Mana/turn +0.10 Rings make your fingers look great! |
copper ring of light (+22%) copper ring of light (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% light defense ------ Resistance +22% light Rings make your fingers look great! |
copper ring of lightning (+24%) copper ring of lightning (+24%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +12% lightning defense ------ Resistance +24% lightning Rings make your fingers look great! |
marksman's copper ring =dex 3= marksman's copper ring =dex 3=0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) Rings make your fingers look great! |
marksman's steel ring of life marksman's steel ring of life0.1 Encumbrance T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex offense ------ Accuracy +8 (+2 eff.) defense ------ Life +40.00 Life Regen +8.00 Healmod +10% Rings make your fingers look great! |
painweaver's steel ring of arcana (+0.11/turn) =sil 24= painweaver's steel ring of arcana (+0.11/turn) =sil 24=0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: offense ------ Physical Power +8 (+2 eff.) Spellpower +9 (+1 eff.) Mindpower +7 (+2 eff.) Damage +5% all defense ------ Silence Resist +24% other ------- Mana/turn +0.11 Rings make your fingers look great! |
solipsist's steel ring of arcana (+0.22/turn) solipsist's steel ring of arcana (+0.22/turn)0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Silence Resist +27% other ------- Mana/turn +0.22 Rings make your fingers look great! |
steel ring steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring 'Nightreek' steel ring 'Nightreek'0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +5 Mag defense ------ Armor +4 Resistance +12% darkness Spell save +16 (+4 eff.) Unlife -80.00 life Blind Resist +20% Silence Resist +20% Confus Resist +20% Stun Resist +20% Rings make your fingers look great! |
treant's voratun ring of pilfering treant's voratun ring of pilfering0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Accuracy +13 (+3 eff.) Ignore Armor +14 defense ------ Defense +11 (+2 eff.) Resistance +15% nature +11% blight Poison Resist +24% Disease Resist +30% Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 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 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
voratun Petrified Wood ring voratun Petrified Wood ring0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag +7 Wil +25 Con offense ------ Spellpower +15 (+2 eff.) defense ------ Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Rings make your fingers look great! |
Bethedheda the Eclipsepain (147% power, 9 apr) Bethedheda the Eclipsepain (147% power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Nature/Psionic Weapon Damage 147% Range: 1.0x-1.3x Uses 80% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +20 darkness Damage Against +18% Living On-Hit, radius 1 +4 mind On-crit, radius 2 +38 lightning +39 cold On Hit: * 20% chance to reduce damage dealt by 28% * 10 arcane resource burn * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: offense ------ Move Speed +50% Ignore resists +25% lightning +23% cold defense ------ Resistance +3% acid +12% cold +6% light Sharp, short and deadly. |
Chamekath (105% power, 6 apr) Chamekath (105% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Arcane Weapon Damage 106% Range: 1.0x-1.3x Uses 80% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +8 blight On Hit: 20% Epidemic level 2 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 42 While equipped: Stats +2 Cun offense ------ Critical power +20.00% When Hit 10 mind defense ------ Resistance +6% lightning Life +100.00 Life Regen +4.00 Disease Resist +18% Sharp, short and deadly. |
Ivavena (150% power, 9 apr) Ivavena (150% power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Arcane/Psionic Weapon Damage 150% Range: 1.0x-1.3x Uses 80% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +18 blight +25 mind On Hit: 20% Epidemic level 5 On Hit: * 35% chance to reduce all saves and defense by 34 * 11% chance to reduce strength, dexterity, and constitution by 42 * Create an explosion dealing 162 acid damage (1/turn) While equipped: Stats +7 Wil +6 Cun +4 Con offense ------ Damage +27% acid +6% physical Ignore resists +30% acid +10% physical defense ------ Armor +8 Disease Resist +34% other ------- Stamina/turn +2.00 Sharp, short and deadly. |
Mandible of Ungolmor (150% power, 12 apr) Mandible of Ungolmor (150% power, 12 apr)1.0 Encumbrance T5 dagger 1H weapon [Unique] Nature Weapon Damage 150% Range: 1.0x-1.3x Uses 86% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +22.0% Attack Speed 100% Damage Conversion 30% darkness On Hit: 20% Poisonous Bite level 3 On Critical: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex offense ------ Damage +30% nature +20% darkness defense ------ Armor +15 Poison Resist +100% other ------- Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Scumvile (159% power, 9 apr) Scumvile (159% power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 160% Range: 1.0x-1.3x Uses 80% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-Hit, radius 1 +8 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 162 damage While equipped: offense ------ Physical Crit +15.0% Critical power +35.00% Damage +9% arcane +6% blight Ignore Armor +14 defense ------ Resistance +12% nature Sharp, short and deadly. |
Spelldrinker (132% power, 8 apr) Spelldrinker (132% power, 8 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 132% Range: 1.0x-1.3x Uses 68% Cun, 20% Mag Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Swordbreaker (129% power, 20 apr) Swordbreaker (129% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 80% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+3 eff.) Physical save +15 (+7 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
dwarven-steel dagger (119% power, 7 apr) dwarven-steel dagger (119% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Normal] Weapon Damage 120% Range: 1.0x-1.3x Uses 80% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Sharp, short and deadly. |
dwarven-steel dagger 'Barkwild' (113% power, 7 apr) dwarven-steel dagger 'Barkwild' (113% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 113% Range: 1.0x-1.3x Uses 80% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +8 nature On Hit: * 20% chance to slow global speed by 62% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 271 damage over 5 turns and reducing armor and accuracy by 34 While equipped: offense ------ Physical Crit +10.0% defense ------ Resistance +3% darkness Spell save +6 (+1 eff.) Sharp, short and deadly. |
voratun dagger 'Amudusadin' (148% power, 9 apr) voratun dagger 'Amudusadin' (148% power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 148% Range: 1.0x-1.3x Uses 80% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +4 blight +14 temporal While equipped: offense ------ Critical power +20.00% Spellpower +15 (+2 eff.) Ignore resists +10% all +9% physical Accuracy +30 (+8 eff.) Ignore Armor +20 defense ------ Resistance +14% temporal Spell save +6 (+1 eff.) other ------- Mana/turn +0.12 Sharp, short and deadly. |
Morrigor (161% power, 12 apr) Morrigor (161% power, 12 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane/Unknown Weapon Damage 162% Range: 1.0x-1.4x Uses 36% Wil, 60% Mag Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +7.0% Attack Speed 100% On Hit: * deal 128.79 arcane and 136.74 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: offense ------ Spell Crit +12% Spellpower +24 (+4 eff.) other ------- Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Emumilaith the living mindstar (118% power, 40 apr, nature damage) Emumilaith the living mindstar (118% power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 118% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +10 Cun +3 Con offense ------ Spell Crit +3% Mind Crit +5% Critical power +25.00% Mindpower +10 (+3 eff.) Global Speed +10% On-Hit 20 fire Damage +17% fire +25% mind +24% darkness Ignore resists +20% fire +15% mind +12% darkness Accuracy +20 (+5 eff.) Ignore Armor +6 defense ------ Resistance +19% fire other ------- Max hate +10.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Tidil (115% power, 40 apr, mind damage) Tidil (115% power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 115% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On Hit: * 20 arcane resource burn While equipped: Stats +7 Str +5 Dex +5 Mag +5 Wil +6 Cun +5 Con offense ------ Mind Crit +5% Critical power +5.00% Mindpower +10 (+3 eff.) On-Hit 14 lightning 12 mind 12 darkness Damage +19% lightning +7% mind +9% darkness Ignore resists +17% lightning defense ------ Resistance +15% lightning +3% cold +6% acid Spell save +6 (+1 eff.) Mind save +9 (+2 eff.) other ------- Max psi +65.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar 'Stoketorrent' (94% power, 24 apr, nature damage) thorny mindstar 'Stoketorrent' (94% power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 95% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On-hit +8 acid On Hit: * 20% chance to reduce armor by 53% While equipped: Stats +5 Cun +11 Con offense ------ Mind Crit +3% Critical power +9.00% Mindpower +6 (+2 eff.) Ignore resists +10% fire defense ------ Resistance +12% acid Crit Resistance 15.00% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Frigidfear' (88% power, 18 apr, nature damage) vined mindstar 'Frigidfear' (88% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature Weapon Damage 89% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-hit +12 cold While equipped: offense ------ Spell Crit +8% Mind Crit +2% Critical power +20.00% Mindpower +4 (+2 eff.) Damage +4% nature +9% arcane defense ------ Resistance +4% blight +12% cold Disease Resist +15% other ------- Max vim +30.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Belirin (129% power, 5 apr, temporal element) Belirin (129% power, 5 apr, temporal element)5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +1 Mag offense ------ Spell Crit +22% Spellpower +31 (+5 eff.) Damage +25% temporal Ignore resists +15% blight defense ------ Armor +8 Hardiness +9% Resistance +15% temporal Physical save +3 (+1 eff.) other ------- Vim-on-crit +9.00 Max vim +58.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Brightqueller the dragonbone magestaff (136% power, 6 apr, fire element) Brightqueller the dragonbone magestaff (136% power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +8 Mag +10 Cun +9 Con offense ------ Spell Crit +20% Critical power +29.00% Spellpower +15 (+2 eff.) Damage +30% fire +12% darkness +12% light Ignore resists +10% mind +15% fire defense ------ Resistance +6% light other ------- Negative/turn +0.20 Vim-on-crit +7.00 Max vim +48.00 Max negative +37.00 Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Crystalline Elm magestaff (105% power, 2 apr, lightning element) Crystalline Elm magestaff (105% power, 2 apr, lightning element)5.0 Encumbrance T1 staff 2H weapon [Unique] Arcane A part of set. Weapon Damage 106% Range: 1.0x-1.2x Uses 80% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Wil +3 Con offense ------ Spell Crit +1% Physical Power +12 (+3 eff.) Spellpower +15 (+2 eff.) Damage +10% lightning +10% arcane other ------- Talents +1 Command Staff Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Staves designed for wielders of magic, by the greats of the art. Transformed with the power of the Spellblaze. |
Cyrolaith (120% power, 4 apr, lightning element) Cyrolaith (120% power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Random Unique] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +19% Critical power +44.00% Spellpower +22 (+3 eff.) On-Hit 25 fire Damage +20% lightning Accuracy +10 (+3 eff.) When Hit 2 physical defense ------ Armor +4 other ------- Stamina/turn +3.00 Vim-on-crit +4.00 Max vim +28.00 See Invisibility +11 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Hazewind the elven-wood magestaff (129% power, 5 apr, lightning element) Hazewind the elven-wood magestaff (129% power, 5 apr, lightning element)5.0 Encumbrance T4 staff 2H weapon [Rare] Master Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +11 Dex offense ------ Spell Crit +17% Critical power +38.00% Spellpower +12 (+2 eff.) Damage +25% lightning Ignore resists +25% lightning +15% cold When Hit 10 cold other ------- Max stamina +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Hurobar the Flowerswift (136% power, 6 apr, fire element) Hurobar the Flowerswift (136% power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +6 Mag +6 Wil +2 Cun offense ------ Spell Crit +20% Critical power +20.00% Spellpower +45 (+7 eff.) Damage +27% nature +30% fire On-Hit (Melee): * 10% chance to slow global speed by 62% other ------- Max mana +110.00 Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)5.0 Encumbrance staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Attack Speed 100% While equipped: Stats +4 Mag offense ------ Spell Crit +8% Critical power +20.00% Damage +20% acid +20% cold defense ------ Mind save +8 (+2 eff.) Confus Resist +20% other ------- Max mana +50.00 The bottom part of Telos' broken staff. |
Woeward the dragonbone magestaff (136% power, 6 apr, lightning element) Woeward the dragonbone magestaff (136% power, 6 apr, lightning element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +17 Mag +16 Wil +15 Cun offense ------ Spell Crit +5% Spellpower +23 (+3 eff.) Spellpower/crit +21 Damage +30% lightning Ignore resists +5% blight +20% temporal +5% darkness Ignore Shields +27% defense ------ Defense +25 (+5 eff.) Resistance +12% blight +3% temporal Shield Power +20% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood starstaff (129% power, 5 apr, temporal element) elven-wood starstaff (129% power, 5 apr, temporal element)5.0 Encumbrance T4 staff 2H weapon [Normal] Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +12 (+2 eff.) Damage +25% temporal other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Torurarin' (120% power, 4 apr, physical element) yew starstaff 'Torurarin' (120% power, 4 apr, physical element)5.0 Encumbrance T3 staff 2H weapon [Rare] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +5 Mag offense ------ Spell Crit +3% Spellpower +27 (+4 eff.) Damage +20% physical Ignore resists +25% blight When Hit 10 blight defense ------ Spell save +6 (+1 eff.) other ------- Mana/turn +0.32 Mana-on-crit +2.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
Malediction (150% power, 15 apr) Malediction (150% power, 15 apr)3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 55 [Unique] Arcane Weapon Damage 150% Range: 1.0x-1.2x Uses 60% Wil Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On-Hit, radius 1 +25 blight On Hit: 10% Curse of Death level 3 On Hit: 10% Curse of Vulnerability level 3 While equipped: offense ------ Spellpower +20 (+3 eff.) Damage +20% blight On Spell Hit: 10% Curse of Impotence level 3 On Spell Hit: 10% Curse of Defenselessness level 3 The land withers and crumbles wherever this cursed axe rests. |
Whip of Urh'Rok (167% power, 0 apr) Whip of Urh'Rok (167% power, 0 apr)3.0 Encumbrance T5 whip 1H weapon [Unique] Arcane Weapon Damage 167% Range: 1.0x-1.1x Uses 60% Cun Damage Devouring flames Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Critical Rate +9.0% Attack Speed 125% On Hit: 20% Bone Nova level 4 On Hit: 15% Blood Boil level 3 While equipped: offense ------ Spellpower +15 (+2 eff.) Damage +20% blight +20% fire other ------- See Invisibility +2 Telepathy Demon/Minor Demon/Major While carried: offense ------ Damage +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
Arthichik the drakeskin leather belt Arthichik the drakeskin leather belt1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Con offense ------ Mindpower +9 (+3 eff.) defense ------ Armor +15 Defense +14 (+3 eff.) Resistance +9% blight Crit Resistance 5.00% Physical save +20 (+10 eff.) Mind save +10 (+3 eff.) Unlife -20.00 life Life +77.00 Disarm Resist +10% Pinning Resist +20% A belt that goes around your waist. |
Bilenull Bilenull1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Cun +6 Dex offense ------ Physical Crit +13.0% Mind Crit +12% Spellpower +7 (+1 eff.) Damage +25% physical Ignore resists +16% physical +25% arcane +20% nature defense ------ Resistance +15% nature Mind save +14 (+4 eff.) A belt that goes around your waist. |
Earthpall Earthpall1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +6 Dex +10 Mag +6 Cun +8 Lck offense ------ Spellpower +11 (+1 eff.) Ignore resists +20% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 34 defense ------ Resistance +9% temporal +6% nature +3% mind Mind save +5 (+1 eff.) Stealth +12 other ------- Disarm Traps +22 Mana/turn +0.33 Max mana +53.00 Infravision +6 A belt that goes around your waist. |
Flashgrinder the drakeskin leather belt Flashgrinder the drakeskin leather belt1.0 Encumbrance T5 belt armor [Random Unique] Master While equipped: Stats +3 Cun +1 Wil offense ------ Physical Crit +11.0% Critical power +27.00% Physical Power +11 (+2 eff.) Damage +9% arcane +9% fire Ignore resists +5% mind defense ------ Resistance +10% fire +15% cold Mind save +6 (+2 eff.) other ------- Max psi +30.00 A belt that goes around your waist. |
Flashwolf Flashwolf1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Nature While equipped: offense ------ Spellpower +7 (+1 eff.) Damage +3% temporal Ignore resists +15% temporal defense ------ Fatigue -6% Resistance +9% lightning +3% temporal Mind save +10 (+3 eff.) Life Regen +1.00 Healmod +15% other ------- Encumbrance +26 A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
Grinetar the hardened leather belt =shield 30= Grinetar the hardened leather belt =shield 30=1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +5 Wil offense ------ Spell Crit +6% Physical Power +8 (+2 eff.) Damage +9% blight Ignore Shields +30% defense ------ Spell save +11 (+2 eff.) other ------- Hate-on-crit +5.00 Max mana +80.00 Size +1 A belt that goes around your waist. |
Loampeal the drakeskin leather belt Loampeal the drakeskin leather belt1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +9 Dex +10 Cun +16 Lck offense ------ Spellpower +7 (+1 eff.) Damage +9% nature +12% mind Ignore resists +5% mind defense ------ Resistance +6% mind +6% nature Mind save +12 (+3 eff.) Stealth +21 other ------- Disarm Traps +36 Infravision +10 A belt that goes around your waist. |
Mighty Girdle Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. |
Purevagrant the drakeskin leather belt Purevagrant the drakeskin leather belt1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Dex +6 Cun +5 Con +9 Lck offense ------ Physical Power +23 (+5 eff.) Mindpower +20 (+6 eff.) Damage +15% nature +6% mind defense ------ Physical save +13 (+6 eff.) Spell save +11 (+2 eff.) Mind save +12 (+3 eff.) Stealth +15 other ------- Disarm Traps +30 Max hate +4.00 Infravision +5 Size +2 A belt that goes around your waist. |
Toxinimmortal the drakeskin leather belt Toxinimmortal the drakeskin leather belt1.0 Encumbrance T5 belt armor [Rare] Psionic While equipped: Stats +10 Con offense ------ Mindpower +11 (+3 eff.) Damage +24% nature Ignore resists +29% lightning When Hit 8 lightning 8 nature 12 darkness defense ------ Physical save +14 (+7 eff.) other ------- Infravision +3 A belt that goes around your waist. |
drakeskin leather belt 'Dairaroddabar' drakeskin leather belt 'Dairaroddabar'1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Str +10 Dex +6 Wil +11 Cun +9 Lck offense ------ Damage +9% mind Ignore resists +25% arcane +10% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 34 defense ------ Armor +15 Defense +13 (+3 eff.) Physical save +40 (+16 eff.) Spell save +15 (+3 eff.) Mind save +17 (+4 eff.) Stealth +14 other ------- Disarm Traps +30 Infravision +5 A belt that goes around your waist. |
hardened leather belt 'Starjam' hardened leather belt 'Starjam'1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: offense ------ Spellpower +7 (+1 eff.) defense ------ Defense +10 (+2 eff.) Resistance +6% lightning +12% nature +6% light Crit Resistance 15.00% Mind save +8 (+2 eff.) Life Regen +2.00 Poison Resist +10% Disease Resist +20% Stun Resist +20% A belt that goes around your waist. |
monstrous rough leather belt of the giants =str 4 / con 3= monstrous rough leather belt of the giants =str 4 / con 3=1.0 Encumbrance T1 belt armor [Ego+] Nature/Master While equipped: Stats +4 Str +3 Con offense ------ Physical Power +9 (+2 eff.) defense ------ Physical save +6 (+3 eff.) Spell save +6 (+1 eff.) other ------- Size +2 A belt that goes around your waist. |
spiritwalker's drakeskin leather belt of containment spiritwalker's drakeskin leather belt of containment1.0 Encumbrance T5 belt armor [Ego++] Arcane While equipped: Stats +10 Mag defense ------ Anomaly Control +16 Life +100.00 other ------- Mana/turn +0.60 Max mana +86.00 Max stamina +59.00 Max hate +18.00 Max psi +30.00 Max vim +32.00 Max positive +31.00 Max negative +40.00 A belt that goes around your waist. |
Crackleglean the linen cloak (1 def, 0 armour) Crackleglean the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +8 Wil +4 Cun defense ------ Defense +1 (+0 eff.) Resistance +15% lightning other ------- Infravision +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wind's Whisper (4 def, 0 armour) Wind's Whisper (4 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex defense ------ Defense +4 (+1 eff.) Deflect Projectile +25% Slow Projectiles +20% Silence Resist +30% Evasion: (Instant) Effective talent level: 3.5 Power cost 50 out of 50/50. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 35 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
cashmere cloak 'Emulaith' (17 def, 0 armour) =sil 20= cashmere cloak 'Emulaith' (17 def, 0 armour) =sil 20=2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Dex offense ------ Ignore resists +25% mind defense ------ Defense +17 (+3 eff.) Resistance +15% lightning +4% physical +12% temporal Silence Resist +20% Knockbk Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
marshal's cashmere cloak of conjuring (2 def, 0 armour) marshal's cashmere cloak of conjuring (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Con offense ------ Spell Crit +4% Critical power +13.00% Spellpower +5 (+0 eff.) Damage +9% arcane Ignore resists +7% arcane defense ------ Defense +2 (+0 eff.) Physical save +7 (+3 eff.) Life +53.00 other ------- Max mana +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of the Archmage (10 def, 10 armour) =sil 50= Robe of the Archmage (10 def, 10 armour) =sil 50=2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+2 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+2 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+5 eff.) Mind save +15 (+4 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+2 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+2 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. |
The Calm (15 def, 0 armour) The Calm (15 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun offense ------ Spellpower +20 (+3 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+3 eff.) Resistance +20% lightning +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Worm Nest (0 def, 0 armour) Worm Nest (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+2 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 4.5 Power cost 15 out of 20/20. Range 9 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
cashmere robe 'Prismbloom' (0 def, 0 armour) cashmere robe 'Prismbloom' (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Arcane While equipped: offense ------ Spell Crit +14% Spellpower +22 (+3 eff.) Ignore resists +15% blight When Hit 10 mind defense ------ Resistance +15% light +11% all Spell save +15 (+3 eff.) other ------- Mana/turn +0.26 Max mana +126.00 Max vim +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's silk robe of life (0 def, 0 armour) dreamer's silk robe of life (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego++] Nature/Psionic While equipped: defense ------ Resistance +5% blight +14% darkness +14% mind +13% all Physical save +14 (+7 eff.) Spell save +14 (+3 eff.) Mind save +33 (+8 eff.) Life +43.00 Life Regen +3.50 Healmod +18% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Freezewrack' (0 def, 0 armour) elven-silk robe 'Freezewrack' (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +9 Cun +9 Mag offense ------ Critical power +19.00% Damage +6% cold +30% physical +24% light +19% temporal Ignore resists +26% blight +14% temporal +13% physical defense ------ Resistance +36% light +15% all Spell save +9 (+2 eff.) Anomaly Control +16 other ------- Mana-on-crit +2.00 Hate-on-crit +4.00 Psi-on-crit +5.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Cracklespitter' (0 def, 0 armour) =зут 25= woollen robe 'Cracklespitter' (0 def, 0 armour) =зут 25=2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: offense ------ Damage +15% acid +6% lightning Ignore resists +25% lightning When Hit 8 lightning On-Hit (Melee): * 20% chance to reduce damage dealt by 28% defense ------ Resistance +22% acid +24% fire +12% lightning +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag offense ------ Spellpower +15 (+2 eff.) Damage +25% arcane defense ------ Defense +6 (+1 eff.) Fatigue +1% Resistance +25% arcane Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Creates an arcane explosion dealing 326 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Fularek (0 def, 3 armour) =shield 30= Fularek (0 def, 3 armour) =shield 30=3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Mag +2 Wil offense ------ Spell Crit +1% Spellpower +5 (+0 eff.) Damage +3% blight Ignore Shields +30% When Hit 2 mind defense ------ Armor +3 Fatigue +2% Spell save +9 (+2 eff.) other ------- Vim-on-crit +2.00 Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Soot's kiss (0 def, 1 armour) Soot's kiss (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Ignore resists +10% darkness defense ------ Armor +1 Fatigue -5% Resistance +12% lightning +1% physical +5% arcane +12% mind Crit Resistance 15.00% Physical save +7 (+3 eff.) Unlife -40.00 life Pinning Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Encumbrance +23 A pair of boots made of leather. |
pair of rough leather boots 'Strikequeller' (0 def, 1 armour) =dex 4 / cun 4= pair of rough leather boots 'Strikequeller' (0 def, 1 armour) =dex 4 / cun 4=2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Str +4 Dex +4 Cun offense ------ Ignore resists +5% lightning When Hit 8 lightning defense ------ Armor +1 Resistance +6% fire other ------- See Invisibility +3 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 3.5 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 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 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
pair of voratun boots 'Issinik' (0 def, 13 armour) pair of voratun boots 'Issinik' (0 def, 13 armour)3.0 Encumbrance T5 feet armor [Random Unique] Nature/Master While equipped: Stats +8 Mag offense ------ Spell Crit +3% Damage +3% blight Ignore resists +15% arcane defense ------ Armor +13 Fatigue -6% Resistance +10% acid +12% fire +15% lightning +11% cold Physical save +13 (+6 eff.) Spell save +6 (+1 eff.) Life Regen +9.00 Healmod +20% other ------- Encumbrance +37 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Venomoozer' (0 def, 14 armour) pair of voratun boots 'Venomoozer' (0 def, 14 armour)3.0 Encumbrance T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +6 Cun +6 Wil offense ------ Damage +3% nature +9% temporal When Hit 4 fire 2 temporal On-Hit (Melee): * 20% chance to slow global speed by 62% * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +14 Fatigue +4% Resistance +6% nature Physical save +14 (+7 eff.) Spell save +15 (+3 eff.) Mind save +14 (+4 eff.) other ------- Stamina/turn +1.30 Max stamina +36.00 Infravision +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Alildil (0 def, 2 armour) Alildil (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +10 Dex offense ------ On-Hit 10 mind Damage +15% mind Ignore resists +15% mind defense ------ Armor +2 Fatigue +3% Resistance +7% mind Unarmed combat: Weapon Damage 123% Range: 1.0x-1.4x Uses 24% Wil, 64% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +11 mind On Hit: 20% Psychic Lobotomy level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Cloudobeisance the hardened leather gloves (0 def, 2 armour) =pen 25= Cloudobeisance the hardened leather gloves (0 def, 2 armour) =pen 25=1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +3 Dex +3 Mag +11 Cun offense ------ On-Hit 14 darkness Damage +8% darkness +9% cold Ignore resists +25% lightning defense ------ Armor +2 Resistance +9% darkness Unarmed combat: Weapon Damage 118% Range: 1.0x-1.1x Uses 24% Wil, 64% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 20% Moonlight Ray level 3 On Hit: * 10% chance to reduce damage dealt by 28% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Unarmed combat: Weapon Damage 145% Range: 1.0x-1.4x Uses 24% Wil, 64% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% On-hit +20 arcane On Hit: 10% Displacement Shield level 3 On Hit: 15% Wave of Power level 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Khelachak (0 def, 1 armour) =sil 20= Khelachak (0 def, 1 armour) =sil 20=1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +6 Wil offense ------ On-Hit 7 nature Damage +4% nature defense ------ Armor +1 Fatigue +1% Resistance +6% nature +6% lightning Crit Resistance 10.00% Silence Resist +20% Pinning Resist +20% Unarmed combat: Weapon Damage 100% Range: 1.0x-1.4x Uses 24% Wil, 64% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-crit, radius 2 +6 nature On Hit: 10% Venomous Breath level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 92% Range: 1.0x-1.1x Uses 24% Wil, 64% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +50% Unarmed combat: Weapon Damage 145% Range: 1.0x-1.4x Uses 24% Wil, 64% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% Gauntlets. But with steam power! |
drakeskin leather gloves (0 def, 3 armour) drakeskin leather gloves (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Normal] While equipped: defense ------ Armor +3 Unarmed combat: Weapon Damage 130% Range: 1.0x-1.1x Uses 24% Wil, 64% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Unarmed combat: Weapon Damage 89% Range: 1.0x-1.1x Uses 24% Wil, 64% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady rough leather gloves of strength (+2) (0 def, 1 armour) =str 2= steady rough leather gloves of strength (+2) (0 def, 1 armour) =str 2=1.0 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str offense ------ Physical Power +5 (+1 eff.) Accuracy +5 (+1 eff.) defense ------ Armor +1 Physical save +5 (+2 eff.) Mind save +5 (+1 eff.) Disarm Resist +21% Unarmed combat: Weapon Damage 100% Range: 1.0x-1.1x Uses 24% Wil, 64% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On Hit: 10% Perfect Control level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Brass Goggles (10 def, 0 armour) Brass Goggles (10 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +20 Cun offense ------ Steam Crit +5% Steampower +5 (+2 eff.) Accuracy +20 (+5 eff.) Ignore Armor +15 defense ------ Defense +10 (+2 eff.) Resistance +20% fire Blind Resist +100% other ------- Infravision +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
Crown of the Elements (0 def, 10 armour) Crown of the Elements (0 def, 10 armour)2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil offense ------ Spellpower +15 (+2 eff.) Mindpower +15 (+4 eff.) On-Hit 10 acid 10 fire 10 lightning 10 cold Damage +25% acid +25% fire +25% cold +25% lightning defense ------ Armor +10 Fatigue +5% Resistance +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
Erelidunavor (0 def, 3 armour) =str 4= Erelidunavor (0 def, 3 armour) =str 4=3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Str offense ------ Critical power +15.00% Physical Power +20 (+4 eff.) defense ------ Armor +3 Fatigue +5% other ------- See Invisibility +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Forestbane the elven-silk wizard hat (3 def, 0 armour) Forestbane the elven-silk wizard hat (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Str +3 Con offense ------ Physical Crit +2.0% Mind Crit +4% Critical power +10.00% Mindpower +9 (+3 eff.) Damage +16% mind +19% light defense ------ Defense +3 (+1 eff.) Resistance +7% lightning +7% temporal +36% light +7% fire +10% nature +5% acid +7% blight +6% cold +19% mind +8% darkness Physical save +15 (+7 eff.) Mind save +20 (+5 eff.) other ------- Max psi +35.00 A pointy cloth hat, very wizardly... |
Glacierhue the elven-silk wizard hat (3 def, 0 armour) Glacierhue the elven-silk wizard hat (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +10 Mag +10 Con offense ------ Damage +18% arcane +30% mind Ignore resists +10% cold When Hit 2 mind defense ------ Defense +3 (+1 eff.) Resistance +33% mind +9% cold Shield Power +15% Life Regen +6.00 Arcane Eye: (Instant) Puts all charms on 10 turn cooldown Effective talent level: 6.5 Power cost 10 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Glorin (0 def, 18 armour) Glorin (0 def, 18 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Cun +6 Con offense ------ Damage +6% physical defense ------ Armor +18 Fatigue +4% Resistance +15% blight Unlife -40.00 life other ------- Infravision +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Glorolaith (1 def, 0 armour) =sil 20= Glorolaith (1 def, 0 armour) =sil 20=2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +2 Wil offense ------ Physical Crit +1.0% defense ------ Defense +1 (+0 eff.) Crit Resistance 15.00% Mind save +6 (+2 eff.) other ------- Light +3 A pointy cloth hat, very wizardly... |
Maluruisus the rough leather hat (0 def, 1 armour) Maluruisus the rough leather hat (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Spell Crit +3% Spellpower/crit +10 When Hit 2 arcane defense ------ Armor +1 Fatigue +1% Resistance +11% light +10% darkness other ------- Mana/turn +0.08 A hat made of leather. Very stylish. |
Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour)3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% A Helmet. But with steam power! |
Thunderwreck (0 def, 5 armour) =сгcun 6= Thunderwreck (0 def, 5 armour) =сгcun 6=2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +6 Cun offense ------ Critical power +20.00% Damage +9% mind Ignore resists +10% mind When Hit 6 lightning defense ------ Armor +5 Fatigue +3% other ------- Infravision +3 A cap made of leather. |
drakeskin leather hat 'Tidenight' (11 def, 5 armour) drakeskin leather hat 'Tidenight' (11 def, 5 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane/Nature/Master While equipped: Stats +7 Mag +8 Wil +7 Cun +9 Con offense ------ Spell Crit +4% Damage +19% blight +27% cold +11% arcane Ignore resists +15% cold Accuracy +11 (+3 eff.) When Hit 4 cold When Hit: * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +11 (+2 eff.) Fatigue +5% Resistance +6% blight A hat made of leather. Very stylish. |
elven-silk wizard hat 'Mayoda' (3 def, 0 armour) elven-silk wizard hat 'Mayoda' (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +2 Mag +9 Wil +9 Cun offense ------ Mind Crit +7% Damage +18% mind +18% cold Ignore resists +15% mind On-Hit (Melee): * 10 arcane resource burn defense ------ Defense +3 (+1 eff.) Resistance +6% acid +9% blight +27% cold +24% mind +9% nature Mind save +27 (+7 eff.) Hateful Whisper: Puts all charms on 15 turn cooldown Effective talent level: 5.5 Power cost 15 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 385 Mind damage and spreads amongst your foes, dealing damage and feeding you 5.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 4 tiles if one is available; beyond this, all affected targets have a 35% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Yvovea' (3 def, 0 armour) elven-silk wizard hat 'Yvovea' (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag +1 Wil +10 Con offense ------ Damage +14% acid +15% lightning +15% cold +33% arcane +13% fire Ignore resists +10% mind defense ------ Defense +3 (+1 eff.) Resistance +6% lightning +6% temporal Crit Resistance 15.66% Healmod +5% Disease Resist +10% other ------- EQ when Hit +2.38 Psi when Hit +2.20 Hate when Hit +3.00 Arcane Eye: (Instant) Puts all charms on 10 turn cooldown Effective talent level: 6.5 Power cost 10 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
rough leather cap 'Brandwrecker' (0 def, 1 armour) =dex 6= rough leather cap 'Brandwrecker' (0 def, 1 armour) =dex 6=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Cun +6 Dex offense ------ Damage +6% fire defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +6% temporal +6% fire other ------- Infravision +2 A cap made of leather. |
marauder's reinforced leather armour of the deep (17 def, 10 armour) marauder's reinforced leather armour of the deep (17 def, 10 armour)9.0 Encumbrance T4 light armor [Ego++] Nature/Master While equipped: Stats +6 Str +8 Dex defense ------ Armor +10 Defense +17 (+3 eff.) Fatigue +8% Resistance +8% acid +9% cold Physical save +7 (+3 eff.) other ------- Breathe water A suit of armour made of leather. |
Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)6.0 Encumbrance T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag offense ------ Damage +15% cold +15% arcane +20% darkness When Hit 10 darkness defense ------ Armor +12 Defense +12 (+2 eff.) Resistance +30% blight -10% fire +30% darkness -10% light Life Regen +1.00 Poison Resist +100% Disease Resist +100% other ------- Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
mummy wrappings (5 def, 2 armour) mummy wrappings (5 def, 2 armour)6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +6 Mag offense ------ Spellpower +13 (+2 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+1 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
7 agate 7 agate0.0 Encumbrance 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. |
1671 alchemist agate 1671 alchemist agate0.0 Encumbrance 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. |
3 onyx 3 onyx0.0 Encumbrance 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. |
4 aquamarine 4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli 6 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.0 Encumbrance 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 sapphire 3 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Obsidianzeal the voratun pickaxe (dig speed 11 turns) Obsidianzeal the voratun pickaxe (dig speed 11 turns)3.0 Encumbrance T5 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Ignore resists +20% darkness When Hit 10 arcane defense ------ Armor +14 Defense +20 (+4 eff.) Resistance +6% physical Physical save +12 (+6 eff.) Mind save +9 (+2 eff.) Life +140.00 Poison Resist +23% other ------- Max stamina +30.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 30 turns) =cun 2= sapper's iron pickaxe (dig speed 30 turns) =cun 2=3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str offense ------ Accuracy +4 (+1 eff.) other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
4 emerald 4 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 jade 4 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical 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. |
7 turquoise 7 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
alchemist's lamp 'Hellveil' alchemist's lamp 'Hellveil'1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ Critical power +20.00% Damage +9% mind +12% fire When Hit 10 mind defense ------ Life +46.00 other ------- EQ when Hit +0.08 Max psi +10.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Many Ways Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
55 alchemist bloodstone 55 alchemist bloodstone0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
11 bloodstone 11 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal 5 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 ruby 6 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 238/400 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 Encumbrance 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. |
Arille the Brightclamor [power 494] (15 cooldown) Arille the Brightclamor [power 494] (15 cooldown)2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: Stats +2 Wil offense ------ Spellpower +10 (+1 eff.) Damage +6% arcane +12% fire Ignore resists +5% fire other ------- Max mana +80.00 Sting an enemy dealing 800 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to reduce fatigue by 48% for 2 turns. 100% to increase all damage by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Silanor [power 110] (15 cooldown) =dex 4= Silanor [power 110] (15 cooldown) =dex 4=2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +4 Dex +2 Mag +1 Con offense ------ When Hit 2 mind other ------- See Invisibility +3 Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Camesus [power 554] (20 cooldown) Camesus [power 554] (20 cooldown)2.0 Encumbrance T5 wand charm [Rare] Arcane While equipped: Stats +2 Wil offense ------ Spellpower +10 (+1 eff.) Spellpower/crit +10 Damage +6% arcane Ignore resists +10% arcane defense ------ Resistance +15% cold +5% arcane +12% nature Teleport Resist +20% other ------- Mana/turn +0.24 Create a shield absorbing up to 554 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase the duration of 3 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Raguhad the dragonbone wand of shielding [power 560] (20 cooldown) =sil 20= Raguhad the dragonbone wand of shielding [power 560] (20 cooldown) =sil 20=2.0 Encumbrance T5 wand charm [Rare] Arcane While equipped: offense ------ Mindpower +25 (+7 eff.) Ignore resists +20% mind defense ------ Resistance +9% lightning +15% cold +4% physical +9% acid Physical save +15 (+7 eff.) Mind save +6 (+2 eff.) Silence Resist +21% Create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
11 diamond 11 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone 6 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+5 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+5 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 pearl 12 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 quartz 7 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber 4 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Zin Vathek the Drem Adventurer level 36
11st Gold 123rd year of Ascendancy at 04:34 see stats
By Zin Vathek the Drem Adventurer level 50
6th Dearth 123rd year of Ascendancy at 10:37 see stats
By Zin Vathek the Drem Adventurer level 36
9th Gold 123rd year of Ascendancy at 07:16 see stats
By Zin Vathek the Drem Adventurer level 34
17th Steel 123rd year of Ascendancy at 14:31 see stats
By Zin Vathek the Drem Adventurer level 40
24th Gold 123rd year of Ascendancy at 06:08 see stats
By Zin Vathek the Drem Adventurer level 49
1st Dearth 123rd year of Ascendancy at 14:43 see stats
By Zin Vathek the Drem Adventurer level 39
19th Gold 123rd year of Ascendancy at 08:33 see stats
By Zin Vathek the Drem Adventurer level 34
13rd Steel 123rd year of Ascendancy at 15:25 see stats
By Zin Vathek the Drem Adventurer level 10
1st Profit 122nd year of Ascendancy at 05:18 see stats
By Zin Vathek the Drem Adventurer level 38
16th Gold 123rd year of Ascendancy at 09:18 see stats
By Zin Vathek the Drem Adventurer level 34
12nd Steel 123rd year of Ascendancy at 19:31 see stats
By Zin Vathek the Drem Adventurer level 24
7th Loss 122nd year of Ascendancy at 15:28 see stats
By Zin Vathek the Drem Adventurer level 28
12nd Iron 123rd year of Ascendancy at 13:08 see stats
By Zin Vathek the Drem Adventurer level 50
29th Dearth 123rd year of Ascendancy at 04:06 see stats
By Zin Vathek the Drem Adventurer level 37
14th Gold 123rd year of Ascendancy at 06:46 see stats
By Zin Vathek the Drem Adventurer level 35
2nd Gold 123rd year of Ascendancy at 05:50 see stats
By Zin Vathek the Drem Adventurer level 41
24th Gold 123rd year of Ascendancy at 21:20 see stats
By Zin Vathek the Drem Adventurer level 10
1st Profit 122nd year of Ascendancy at 05:18 see stats
By Zin Vathek the Drem Adventurer level 20
11st Dearth 122nd year of Ascendancy at 20:13 see stats
By Zin Vathek the Drem Adventurer level 30
21st Iron 123rd year of Ascendancy at 04:03 see stats
By Zin Vathek the Drem Adventurer level 40
23rd Gold 123rd year of Ascendancy at 20:51 see stats
By Zin Vathek the Drem Adventurer level 50
5th Dearth 123rd year of Ascendancy at 12:17 see stats
By Zin Vathek the Drem Adventurer level 50
6th Dearth 123rd year of Ascendancy at 05:53 see stats
By Zin Vathek the Drem Adventurer level 25
24th Loss 122nd year of Ascendancy at 00:37 see stats
By Zin Vathek the Drem Adventurer level 50
17th Dearth 123rd year of Ascendancy at 11:05 see stats
By Zin Vathek the Drem Adventurer level 24
7th Loss 122nd year of Ascendancy at 15:37 see stats
By Zin Vathek the Drem Adventurer level 19
11st Dearth 122nd year of Ascendancy at 06:20 see stats
By Zin Vathek the Drem Adventurer level 38
16th Gold 123rd year of Ascendancy at 10:15 see stats
By Zin Vathek the Drem Adventurer level 25
12nd Loss 122nd year of Ascendancy at 09:12 see stats
By Zin Vathek the Drem Adventurer level 10
12nd Profit 122nd year of Ascendancy at 20:37 see stats
By Zin Vathek the Drem Adventurer level 42
6th Stralite 123rd year of Ascendancy at 14:41 see stats
By Zin Vathek the Drem Adventurer level 10
14th Profit 122nd year of Ascendancy at 14:44 see stats
By Zin Vathek the Drem Adventurer level 42
14th Stralite 123rd year of Ascendancy at 20:40 see stats
By Zin Vathek the Drem Adventurer level 25
9th Loss 122nd year of Ascendancy at 03:49 see stats
By Zin Vathek the Drem Adventurer level 20
12nd Dearth 122nd year of Ascendancy at 09:07 see stats
By Zin Vathek the Drem Adventurer level 35
8th Gold 123rd year of Ascendancy at 07:43 see stats
Log
You gain 5.24 gold from the melting of woollen robe of Linaniil (0 def, 0 armour).
You gain 7.58 gold from the melting of timebroken elven-silk robe of the mountain (+15%) (0 def, 0 armour).
You gain 3.76 gold from the melting of stargazer's silk robe (0 def, 0 armour).
You gain 2.25 gold from the melting of spellwoven silk robe of the mind (+25%) (0 def, 0 armour).
You gain 4.07 gold from the melting of reinforced hardened leather belt.
You gain 6.54 gold from the melting of grounding hardened leather belt of burglary.
You collect a new ingredient: lump of stralite (1).
You gain 10.22 gold from the melting of penetrating stralite steamgun of true flight.
You gain 5.40 gold from the melting of potent yew vilestaff of breaching (133% power, 4 apr, blight element).
You gain 9.02 gold from the melting of magewarrior's short elven-wood vilestaff of might (129% power, 5 apr, blight element).
You gain 4.83 gold from the melting of ash magestaff of channeling (111% power, 3 apr, cold element).
You gain 5.60 gold from the melting of penetrating reinforced leather sling of recursion.
You gain 6.12 gold from the melting of penetrating hardened leather sling of piercing.
You collect a new ingredient: lump of voratun (1).
You gain 7.10 gold from the melting of plaguebringer's voratun longsword of amnesia (153% power, 6 apr).
You collect a new ingredient: lump of stralite (1).
You gain 9.99 gold from the melting of plaguebringer's stralite longsword of evisceration (144% power, 5 apr).
You collect a new ingredient: lump of stralite (1).
You gain 4.43 gold from the melting of acidic stralite longsword of shearing (141% power, 5 apr).
You collect a new ingredient: lump of stralite (1).
You gain 6.88 gold from the melting of blazebringer's stralite greatsword of torment (162% power, 3 apr).
You collect a new ingredient: lump of stralite (1).
You gain 7.06 gold from the melting of blazebringer's stralite greatsword of torment (161% power, 3 apr).
You collect a new ingredient: lump of stralite (1).
You gain 3.25 gold from the melting of arcing stralite dagger of torment (134% power, 9 apr).
You collect a new ingredient: lump of stralite (1).
You gain 4.38 gold from the melting of arcing stralite dagger of crippling (132% power, 9 apr).
There is a A gate into Last Hope's graveyard here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
The furious lightning storm around Zin Vathek calms down and disappears.