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 | Ogre |
Class | Doombringer |
Level / Exp | 40 / 83% |
Size | huge |
Lifes / Deaths | Killed by Gloratira the skeleton magus at level 33 on the 67th Pyre 123rd year of Ascendancy at 21:10 / 2Killed by Yvamiwe the gigantic sandworm tunneler at level 40 on the 73rd Dusk 123rd year of Ascendancy at 11:11 |
Primary Stats
Strength | 57 (base 46) |
Dexterity | 11 (base 10) |
Constitution | 14 (base 12) |
Magic | 78 (base 60) |
Willpower | 45 (base 40) |
Cunning | 42 (base 24) |
Resources
Life | -296/1221 |
Mana | 509/509 |
Stamina | 330/330 |
Vim | 90/277 |
Healing Factor | 1.1372895330004 |
Regeneration | 9.0727226558984 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 6 |
See Stealth | 45.74674930024 |
See Invisible | 51.74674930024 |
Offense: Mainhand
Damage | 81 |
Accuracy | 34 |
Crit Chance | 23% |
APR | 20 |
Speed | 1.00 |
Offense: Offhand
Damage | 24 |
Accuracy | 47 |
Crit Chance | 25% |
APR | 28 |
Speed | 1.00 |
Offense: Spell
Spellpower | 68 |
Crit Chance | 30% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Acid | +47% |
Blight | +47% |
Arcane | +43% |
Cold | +27% |
All | +15% |
Darkness | +79% |
Light | +25% |
Physical | +25% |
Mind | +18% |
Fire | +53% |
Nature | +44% |
Offense: Damage Penetration
Temporal | +36% |
Lightning | +41% |
Nature | +26% |
All | +21% |
Defense: Base
Armour (hardiness) | 23 (30%) |
Defense | 16 |
Ranged Defense | 16 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 61 |
Mental Save | 54 |
Defense: Resistances
Arcane | + 52%( 70%) |
Mind | + 46%( 70%) |
All | + 35%( 70%) |
Lightning | + 51%( 70%) |
Light | + 39%( 70%) |
Temporal | + 53%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 48%( 70%) |
Nature | + 57%( 70%) |
Defense: Immunities
Stun Resistance | 25% |
Confusion Resistance | 0% |
Disarm Resistance | 0% |
Instadeath Resistance | 100% |
Silence Resistance | 35% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 15 up to 6 times. |
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 49 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 723% 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. |
Runes | Effective talent level: 2.5 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 390.23 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Corruption / Torture | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Fearfire | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Corruption / Brutality | 1.40 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Stone alchemy | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
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. | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Stone Touch (+1 level(s)). | 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 talent Stone Touch (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Zubira the ghoul. Escort: lone alchemist (level 2 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved talent Curse of Impotence (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You failed to protect the lost tinker from death by McBurn. Escort: lost tinker (level 4 of Old Forest) | failed |
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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
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 needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed vial of greater demon bile. * You've found the needed bloated horror heart. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed vial of squid ink. * You've found the needed snow giant kidney. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed orc heart. * You've found the needed skeleton mage skull. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | 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 (+4 eff.) Damage +25% arcane defense ------ Defense +6 (+5 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 216 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 14 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Quiver | 412 alchemist agate 412 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. |
Light source | Magmawyrd Magmawyrd1.0 Encumbrance T5 lite [Random Unique] Arcane/Nature/Master While equipped: offense ------ Damage +10% light +6% fire Ignore resists +15% temporal +11% all Ignore Armor +11 defense ------ Resistance +13% darkness +6% temporal Affinity +5% light Life +71.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +9 Sun Flare: Puts all charms on 17 turn cooldown Effective talent level: 4.5 Power cost 17 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 259.51 light damage. At talent level 3 you gain 40% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Malslek the Accursed's Hat (2 def, 0 armour) Malslek the Accursed's Hat (2 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +10% Spellpower +10 (+3 eff.) Mindpower +15 (+5 eff.) On-Hit 30% gloom effects Damage +10% darkness +10% physical defense ------ Defense +2 (+2 eff.) Resistance +20% fire Mind save -10 (-3 eff.) Healmod -10% other ------- Hate-on-crit +2.00 Hate/kill +2.00 Max hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony level 2 On Mind Hit: 10% Hateful Whisper level 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
On hands | Will of Ul'Gruth (0 def, 15 armour) Will of Ul'Gruth (0 def, 15 armour)1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag offense ------ Damage +15% all Ignore resists +10% all defense ------ Armor +15 other ------- Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Unarmed combat: Weapon Damage 147% Range: 1.0x-1.4x Uses 40% Dex, 40% Cun, 10% Mag 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +7.0% Attack Speed 83% On Hit: 20% Obliterating Smash level 3 Your Obliterating Smash can destroy walls. Obliterating Smash: Effective talent level: 6.3 Power cost 14 out of 25/25. Range 3 Cooldown: 18 Travel.spd instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 197% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 23. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Tool | dwarven-steel torque of clear mind 'Arewe' [power 2] (14 cooldown) dwarven-steel torque of clear mind 'Arewe' [power 2] (14 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Damage +3% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 28 defense ------ Resistance +9% lightning +6% light Spell save +6 (+2 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 14 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | Wheel of Fate Wheel of Fate0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats +3 Mag +7 Wil offense ------ Spell Crit +3% Damage +12% darkness +12% cold defense ------ Resistance +24% darkness Mind save +14 (+5 eff.) Silence Resist +35% other ------- Mana/turn +0.27 Mana-on-crit +2.00 Can be unequipped or rerolled. 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? |
On fingers | Nightsong Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+5 eff.) Fatigue -7% Mind save +13 (+4 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 3.5 Power cost 28 out of 50/50. Range 8 Cooldown: 5 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. |
Around neck | Ce'Nyriaba =stun 25= Ce'Nyriaba =stun 25=0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +2 Con defense ------ Armor +6 Resistance +12% lightning +15% darkness Stun Resist +25% other ------- See Invisibility +6 Amulets make your neck look great! |
In main hand | elven-wood magestaff 'Flashmaster' (139% power, 5 apr, darkness element) elven-wood magestaff 'Flashmaster' (139% power, 5 apr, darkness element)5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 139% 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 +13% Critical power +14.00% Spellpower +22 (+6 eff.) Damage +32% acid +32% darkness +32% blight +32% fire +6% nature Ignore resists +20% lightning On-Hit (Melee): * 10% chance to slow global speed by 55% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | Bethemina the Flowerhack Bethemina the Flowerhack1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +3 (+1 eff.) Ignore resists +5% nature defense ------ Resistance +3% lightning Spell save +6 (+2 eff.) Unlife -60.00 life other ------- Stamina/turn +2.00 Size +1 A belt that goes around your waist. |
In off hand | Poltergeist's Bloomsoul (94% power, 13 apr, nature damage) Poltergeist's Bloomsoul (94% power, 13 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature 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 +13 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) defense ------ Armor +2 Resistance +2% all Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Effective talent level: 2.5 Power cost 22 out of 40/40. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 30 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Cloak | murderer's cashmere cloak of the voidstalker (2 def, 0 armour) murderer's cashmere cloak of the voidstalker (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +2 Dex offense ------ Accuracy +3 (+2 eff.) Ignore Armor +4 defense ------ Defense +2 (+2 eff.) Resistance +14% darkness +18% temporal Out-of-Phase Defense +12 Out-of-Phase Resistance +11% Out-of-Phase Resilience +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | elven-silk robe 'Emelowen' (0 def, 0 armour) elven-silk robe 'Emelowen' (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Psionic While equipped: offense ------ Mind Crit +3% Spellpower +15 (+4 eff.) Mindpower +4 (+1 eff.) Damage +23% nature +3% arcane On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +3% temporal +18% darkness +34% nature +16% mind +15% all Physical save +15 (+8 eff.) Spell save +12 (+3 eff.) Mind save +56 (+15 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Primal Infusion (affinity 16%; reduction 3; dur 4; cd 18) Primal Infusion (affinity 16%; reduction 3; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion (heal 54; cd 10) healing infusion (heal 54; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 54 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the psychic (heal 215; cd 10) healing infusion of the psychic (heal 215; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 215 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 806%; cd 8) movement infusion of the sneak (speed 806%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 806% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 30%; magical, physical; dur 2; cd 15) wild infusion of the sneak (res 30%; magical, physical; dur 2; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 30% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 21%; mental, physical; dur 3; cd 16) wild infusion of the titan (res 21%; mental, physical; dur 3; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 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 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
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. |
blink rune (range 5; phase 18; cd 15) blink rune (range 5; phase 18; cd 15)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. 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 7; phase 24; cd 12) blink rune of the sneak (range 7; phase 24; cd 12)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. 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. |
shatter afflictions rune of the duelist (absorb 35; cd 13) shatter afflictions rune of the duelist (absorb 35; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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 35 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 114; cd 13) shatter afflictions rune of the psychic (absorb 114; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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 114 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 157; cd 14) shatter afflictions rune of the psychic (absorb 157; 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 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 157 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 163; dur 5; cd 14) shielding rune (absorb 163; dur 5; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 163 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 209; dur 5; cd 14) shielding rune (absorb 209; dur 5; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 209 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 250; dur 6; cd 14) shielding rune (absorb 250; dur 6; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 250 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 446; dur 4; cd 15) shielding rune of the wizard (absorb 446; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 446 damage for 4 turns. 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. |
stormshield rune (threshold 48; blocks 4; dur 4; cd 14) stormshield rune (threshold 48; blocks 4; dur 4; cd 14)0.1 Encumbrance rune scroll [Normal] 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 48 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 33; blocks 4; dur 4; cd 12) stormshield rune (threshold 33; blocks 4; dur 4; cd 12)0.1 Encumbrance rune scroll [Normal] 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 33 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 56; blocks 4; dur 4; cd 15) stormshield rune (threshold 56; blocks 4; dur 4; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 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 56 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 80; blocks 4; dur 4; cd 15) stormshield rune (threshold 80; blocks 4; dur 4; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 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 80 up to 4 times. 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 warrior (threshold 21; blocks 4; dur 4; cd 16) stormshield rune of the warrior (threshold 21; blocks 4; dur 4; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 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 21 up to 4 times. 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. |
stormshield rune of the wizard (threshold 38; blocks 6; dur 4; cd 15) stormshield rune of the wizard (threshold 38; blocks 6; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 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 38 up to 6 times. 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. |
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! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Blindhunger the steel amulet =oop 15= Blindhunger the steel amulet =oop 15=0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Ignore resists +25% light When Hit 4 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Fatigue -6% Resistance +6% light Life Regen +2.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Amulets make your neck look great! |
Deepsmaim Deepsmaim0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex +7 Cun +8 Con offense ------ Mind Crit +3% Ignore resists +25% darkness defense ------ Resistance +11% physical other ------- Stamina/turn +0.80 Max hate +8.00 Amulets make your neck look great! |
Earthen Beads Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 3.5 Power cost 20 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 307 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Fanged 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 (+8 eff.) Spell save +15 (+4 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. |
Fiery Choker Fiery Choker0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Spell Crit +8% Spellpower +7 (+2 eff.) Damage +10% fire -5% cold defense ------ Resistance +20% fire -20% cold Affinity +30% fire Blind Resist +40% On Spell Hit: 10% Volcano level 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Garek Garek0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Str +7 Con offense ------ Damage +3% blight +12% mind When Hit 2 blight defense ------ Resistance +6% blight Physical save +8 (+4 eff.) Life +30.00 Life Regen +4.00 Amulets make your neck look great! |
Ivelaith the copper amulet Ivelaith the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun offense ------ Mindpower +10 (+3 eff.) Ignore resists +15% mind other ------- Hate-on-crit +2.00 Amulets make your neck look great! |
Mirror Shards Mirror Shards0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Damage +12% light When Hit: * 30% chance to blind defense ------ Resistance +25% light other ------- Light +1 Create a reflective shield (50% reflection rate, 306 strength, based on Magic) for 5 turns. Uses 14 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Silutha the Scorchrupture Silutha the Scorchrupture0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +3 Str +10 Dex +6 Wil +6 Cun +6 Con offense ------ Move Speed +10% Damage +9% fire Ignore resists +15% light +15% fire When Hit 6 fire defense ------ Fatigue -7% Resistance +9% light Life Regen +3.00 other ------- Stamina/turn +0.90 Amulets make your neck look great! |
Smolder's kiss Smolder's kiss0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +6 Str +9 Dex +8 Cun +11 Con offense ------ Move Speed +10% Damage +18% arcane When Hit 4 arcane defense ------ Fatigue -8% Resistance +5% arcane +6% fire Life Regen +3.00 other ------- Stamina/turn +1.10 Amulets make your neck look great! |
The Far-Hand The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 5.5 Power cost 20 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (168). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Tidebrawn Tidebrawn0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: defense ------ Defense +15 (+9 eff.) Resistance +6% cold +6% light +5% arcane Mind save +6 (+2 eff.) Life +20.00 other ------- Masteries +0.19 Corruption/Torture Amulets make your neck look great! |
Unlightpanic Unlightpanic0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +3% darkness Ignore resists +20% darkness defense ------ Resistance +3% temporal +6% physical Disease Resist +20% Pinning Resist +10% other ------- Stamina/turn +0.30 Amulets make your neck look great! |
Unlightwasp the copper amulet Unlightwasp the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Con offense ------ Damage +6% nature On-Hit (Melee): * 20% chance to slow global speed by 55% * 20% chance to reduce damage dealt by 23% defense ------ Resistance +3% fire +5% arcane +3% darkness Amulets make your neck look great! |
Winterclash the copper amulet =sil 10= Winterclash the copper amulet =sil 10=0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str offense ------ When Hit 10 cold defense ------ Resistance +5% arcane Physical save +6 (+3 eff.) Poison Resist +20% Silence Resist +10% Amulets make your neck look great! |
cleansing gold amulet of dexterity (+4) cleansing gold amulet of dexterity (+4)0.1 Encumbrance T3 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +4 Dex defense ------ Resistance +21% nature +20% blight Poison Resist +26% Disease Resist +26% Amulets make your neck look great! |
gold amulet gold amulet0.1 Encumbrance T3 amulet jewelry [Normal] Amulets make your neck look great! |
gold amulet of magic (+4) gold amulet of magic (+4)0.1 Encumbrance T3 amulet jewelry [Ego] Arcane While equipped: Stats +4 Mag Amulets make your neck look great! |
steel amulet 'Gilundil' steel amulet 'Gilundil'0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: Stats +4 Cun +4 Mag offense ------ Mind Crit +1% Critical power +10.00% Damage +9% mind When Hit 6 mind Amulets make your neck look great! |
Aleldil the gold ring =sil 23= Aleldil the gold ring =sil 23=0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Con offense ------ Physical Crit +3.0% Physical Power +5 (+1 eff.) Spellpower +10 (+3 eff.) Mindpower +13 (+4 eff.) Damage +3% physical +5% all defense ------ Armor +6 Resistance +9% acid Spell save +13 (+3 eff.) Silence Resist +23% other ------- Mana/turn +0.17 Max stamina +13.00 Rings make your fingers look great! |
Duskusher =oop 15= Duskusher =oop 15=0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Move Speed +13% Damage +9% darkness +12% temporal Ignore resists +10% darkness +10% lightning Accuracy +8 (+4 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 23% * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +8 (+6 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Blinding Speed: Puts all charms on 22 turn cooldown Effective talent level: 5.9 Power cost 22 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 44% for 5 turns. Rings make your fingers look great! |
Flaremaster Flaremaster0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil offense ------ Damage +6% fire When Hit 6 mind defense ------ Resistance +9% lightning +5% arcane Mind save +6 (+2 eff.) Rings make your fingers look great! |
Inertial Twine Inertial Twine0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+6 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Poretta the Stormbrawn =oop 15= Poretta the Stormbrawn =oop 15=0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +6% lightning +6% physical +6% temporal defense ------ Armor +12 Resistance +9% lightning Physical save +18 (+9 eff.) Unlife -60.00 life Blind Resist +34% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Infravision +5 See Stealth +14 See Invisibility +17 Rings make your fingers look great! |
Splendourkarma the copper ring Splendourkarma the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% lightning +6% physical Ignore resists +10% light defense ------ Armor +2 Resistance +22% lightning Physical save +9 (+5 eff.) other ------- Stamina/turn +2.00 Rings make your fingers look great! |
Tudil the Sparkrain =sil 20= Tudil the Sparkrain =sil 20=0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Cun +6 Dex offense ------ Ignore resists +25% lightning Accuracy +8 (+4 eff.) defense ------ Resistance +18% nature Unlife -40.00 life Silence Resist +20% Rings make your fingers look great! |
copper ring of arcana (+0.12/turn) =sil 22= copper ring of arcana (+0.12/turn) =sil 22=0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Silence Resist +22% other ------- Mana/turn +0.12 Rings make your fingers look great! |
gold ring gold ring0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
gold ring 'Corruptionpierce' gold ring 'Corruptionpierce'0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +8 (+2 eff.) defense ------ Resistance +8% blight +13% nature +12% darkness Mind save +6 (+2 eff.) Poison Resist +14% Disease Resist +15% Confus Resist +35% Rings make your fingers look great! |
gold ring 'Duvoromagen' gold ring 'Duvoromagen'0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Wil offense ------ Ignore resists +5% mind defense ------ Resistance +12% fire +15% blight +3% cold +5% arcane +12% nature Mind save +8 (+3 eff.) Poison Resist +32% Disease Resist +35% Rings make your fingers look great! |
gold ring 'Porumille' =stun 30= gold ring 'Porumille' =stun 30=0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Physical Power +15 (+5 eff.) Ignore resists +10% acid Accuracy +15 (+7 eff.) defense ------ Life Regen +3.00 Stun Resist +30% Rings make your fingers look great! |
gold ring 'Shadepall' gold ring 'Shadepall'0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: offense ------ Damage +12% lightning +13% fire Accuracy +13 (+6 eff.) Ignore Armor +7 On-Hit (Melee): * 20% chance to reduce damage dealt by 23% defense ------ Defense +22 (+13 eff.) Resistance +24% lightning +26% fire +3% darkness Disengage: Puts all charms on 6 turn cooldown Effective talent level: 3.5 Power cost 6 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! |
marksman's copper ring of arcana (+0.12/turn) =sil 21= marksman's copper ring of arcana (+0.12/turn) =sil 21=0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+3 eff.) defense ------ Silence Resist +21% other ------- Mana/turn +0.12 Rings make your fingers look great! |
rogue's copper ring rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+4 eff.) Rings make your fingers look great! |
savior's gold ring of perseverance savior's gold ring of perseverance0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: defense ------ Physical save +9 (+5 eff.) Spell save +10 (+3 eff.) Mind save +12 (+4 eff.) Life Regen +3.00 Stun Resist +30% Rings make your fingers look great! |
sneakthief's gold ring sneakthief's gold ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +6 Dex offense ------ Accuracy +7 (+4 eff.) Rings make your fingers look great! |
solipsist's gold ring of perseverance =stun 33= solipsist's gold ring of perseverance =stun 33=0.1 Encumbrance T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Cun +6 Wil offense ------ Mindpower +9 (+3 eff.) defense ------ Life Regen +4.00 Stun Resist +33% Rings make your fingers look great! |
steel ring 'Hathehad' steel ring 'Hathehad'0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +9% blight Ignore resists +20% blight +5% acid defense ------ Resistance +9% acid +15% blight Life +55.00 Life Regen +11.00 Healmod +14% Rings make your fingers look great! |
thought-forged voratun battleaxe of persecution (172% power, 4 apr) thought-forged voratun battleaxe of persecution (172% power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Ego] Disrupt/Psionic Weapon Damage 172% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +14 mind Damage Against +34% Unnatural On Hit: * 23% chance to reduce all saves and defense by 28 While equipped: Stats +6 Cun +15 Wil Massive two-handed battleaxes. |
Shantiz the Stormblade (111% power, 20 apr) Shantiz the Stormblade (111% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Weapon Damage 111% Range: 1.0x-1.3x Uses 100% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Spelldrinker (132% power, 8 apr) Spelldrinker (132% power, 8 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Arcane Weapon Damage 132% Range: 1.0x-1.3x Uses 35% Str, 20% Mag, 55% Dex 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. |
Stokehue the stralite dagger (134% power, 9 apr) Stokehue the stralite dagger (134% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Rare] Master Weapon Damage 134% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +16 mind While equipped: offense ------ Damage +30% fire Ignore resists +25% mind +13% physical Accuracy +21 (+9 eff.) Ignore Armor +13 defense ------ Resistance +6% light +12% temporal Spell save +6 (+2 eff.) Sharp, short and deadly. |
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 50% Cun, 50% Dex 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 (+9 eff.) Physical save +15 (+8 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 (113% power, 7 apr) dwarven-steel dagger (113% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Normal] Weapon Damage 113% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Sharp, short and deadly. |
plaguebringer's stralite dagger of evisceration (129% power, 9 apr) plaguebringer's stralite dagger of evisceration (129% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego++] Arcane/Master Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +9 blight On Hit: 20% Epidemic level 4 On Hit: * 15% chance to reduce strength, dexterity, and constitution by 31 On Critical: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +8.0% Physical Power +9 (+3 eff.) defense ------ Disease Resist +24% Sharp, short and deadly. |
stormbringer's voratun dagger of amnesia (150% power, 9 apr) stormbringer's voratun dagger of amnesia (150% power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Ego++] Nature/Psionic Weapon Damage 150% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +24 lightning +20 cold On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: offense ------ Move Speed +39% Ignore resists +13% lightning +14% cold Sharp, short and deadly. |
stralite dagger of projection (134% power, 9 apr) stralite dagger of projection (134% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego+] Psionic Weapon Damage 134% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, short and deadly. |
Sparkspike the stralite greatmaul (168% power, 3 apr) Sparkspike the stralite greatmaul (168% power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon [Rare] Nature Weapon Damage 169% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +16 Str +16 Dex +12 Mag +16 Wil +13 Cun +16 Con offense ------ Damage +18% lightning Ignore resists +10% nature When Hit 10 mind On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +5% arcane +12% mind +9% light Spell save +3 (+1 eff.) Massive two-handed mauls. |
Tirakai's Maul (139% power, 6 apr) Tirakai's Maul (139% power, 6 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Arcane Weapon Damage 139% Range: 1.0x-1.3x Uses 10% Mag, 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +8.0% Attack Speed 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 6 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
balanced stralite greatmaul of corruption (168% power, 3 apr) balanced stralite greatmaul of corruption (168% power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon [Ego+] Arcane/Master Weapon Damage 169% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On Hit: 20% Curse of Defenselessness level 4 While equipped: offense ------ Accuracy +13 (+6 eff.) defense ------ Defense +13 (+8 eff.) Disarm Resist +52% Massive two-handed mauls. |
Glayana the stralite mace (145% power, 5 apr) Glayana the stralite mace (145% power, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Rare] Nature Weapon Damage 146% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On-hit +15 nature While equipped: offense ------ Damage +9% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 28 defense ------ Resistance +9% lightning +9% temporal +20% darkness +12% fire +9% mind Blunt and deadly. |
Amethyst of Sanctuary (111% power, 26 apr, mind damage) Amethyst of Sanctuary (111% power, 26 apr, mind damage)3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 111% 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 +26 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +8 Wil offense ------ Mind Crit +7% Mindpower +14 (+4 eff.) defense ------ Resistance +15% mind Mind save +25 (+8 eff.) other ------- Max psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Chartooth (98% power, 18 apr, mind damage) Chartooth (98% power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 99% 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 +18 Critical Rate +3.0% Attack Speed 100% On-hit +16 blight +16 fire On-Hit, radius 1 +12 physical While equipped: Stats +4 Cun offense ------ Physical Crit +8.0% Mind Crit +2% Critical power +31.00% Mindpower +4 (+1 eff.) Ignore Armor +5 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. |
Dayhunger (98% power, 24 apr, mind damage) Dayhunger (98% power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Rare] Nature Weapon Damage 99% 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 +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Wil offense ------ Mind Crit +5% Mindpower +6 (+2 eff.) Damage +9% light defense ------ Resistance +12% darkness +9% acid Life +34.00 Life Regen +1.40 other ------- Max hate +4.00 Max psi +50.00 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. |
Dourwake the pulsing mindstar (107% power, 32 apr, nature damage) Dourwake the pulsing mindstar (107% power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 107% 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 +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +6 Wil offense ------ Mind Crit +9% Mindpower +23 (+7 eff.) Damage +18% lightning +13% fire +21% darkness +20% cold Ignore resists +20% mind defense ------ Mind save +9 (+3 eff.) other ------- Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection 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. |
Psionic Fury (104% power, 25 apr, mind damage) Psionic Fury (104% power, 25 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 105% 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 +25 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Cun +3 Wil offense ------ Mind Crit +8% Mindpower +10 (+3 eff.) Damage +15% mind +5% physical defense ------ Resistance +10% mind Release a wave of psionic power, dealing 154.58 mind damage (based on Willpower) to all within radius 5. Uses 22 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
vined mindstar 'Stokesage' (87% power, 18 apr, mind damage) vined mindstar 'Stokesage' (87% power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 87% 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 +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +2% Critical power +7.00% Mindpower +4 (+1 eff.) On-Hit 4 mind 5 darkness Damage +9% fire +6% mind +3% darkness Ignore resists +5% mind defense ------ Healmod +10% Heal-on-summon +14 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. |
drakeskin leather sling 'Bokyrain' drakeskin leather sling 'Bokyrain'4.0 Encumbrance T5 sling 1H weapon Reqs Dex 48 Shoot [Random Unique] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 Projectile Speed +200% While equipped: Stats +9 Dex offense ------ Physical Power +15 (+5 eff.) Damage +12% physical Ignore resists +26% all Accuracy +43 (+16 eff.) Ignore Armor +23 Slings are used to hurl stones or metal shots at your foes. |
Durafast the Tidecrypt (120% power, 4 apr, cold element) Durafast the Tidecrypt (120% power, 4 apr, cold element)5.0 Encumbrance T3 staff 2H weapon [Rare] Master 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 +3 Cun offense ------ Spell Crit +14% Critical power +35.00% Spellpower +9 (+3 eff.) Damage +35% cold defense ------ Resistance +12% cold Crit Resistance 15.00% Physical save +18 (+9 eff.) Unlife -80.00 life other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Phlegmobsidian (129% power, 5 apr, physical element) Phlegmobsidian (129% power, 5 apr, physical element)5.0 Encumbrance T4 staff 2H weapon [Rare] Nature 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 (+3 eff.) Damage +25% physical +9% light +12% fire Ignore resists +15% light +40% nature defense ------ Defense +13 (+8 eff.) Resistance +9% fire other ------- Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 4 turn cooldown Effective talent level: 2.5 Power cost 4 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 175.38 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff 'Cracklebane' (129% power, 5 apr, fire element) elven-wood magestaff 'Cracklebane' (129% power, 5 apr, fire 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: offense ------ Spell Crit +4% Spellpower +29 (+8 eff.) Damage +18% blight +25% fire Ignore resists +20% blight Ignore Shields +18% defense ------ Defense +17 (+10 eff.) Resistance +9% lightning Shield Power +10% other ------- Mana/turn +0.30 Talents +1 Command Staff On Spell Hit: 10% Moonlight Ray level 4 Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 17 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff 'Polona' (129% power, 5 apr, darkness element) =oop 10= elven-wood magestaff 'Polona' (129% power, 5 apr, darkness element) =oop 10=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 +5 Mag +5 Cun +9 Con offense ------ Spell Crit +4% Critical power +23.00% Spellpower +17 (+5 eff.) Damage +6% temporal +6% mind +25% darkness Ignore resists +5% temporal When Hit 6 temporal defense ------ Resistance +10% darkness +12% temporal Out-of-Phase Defense +12 Out-of-Phase Resistance +9% Out-of-Phase Resilience +14% other ------- Negative/turn +0.20 Vim-on-crit +3.00 Max vim +36.00 Max negative +23.00 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 (+3 eff.) Damage +25% temporal other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
exposing voratun steamsaw of persecution (150% power, 0 apr) exposing voratun steamsaw of persecution (150% power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon Reqs Steam Pool [Ego] Disrupt/Psionic/Steamtech Weapon Damage 151% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +93 Damage Against +19% Unnatural Uses 1.0 Steam While equipped: Stats +4 Wil offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 28 When Hit: * 35% chance to reduce all saves and defense by 28 defense ------ Armor +6 Defense +10 (+7 eff.) Fatigue +12% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
exposing voratun steamsaw of shearing (148% power, 0 apr) exposing voratun steamsaw of shearing (148% power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Psionic/Steamtech Weapon Damage 149% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +102 Uses 1.0 Steam While equipped: offense ------ Ignore resists +12% all Accuracy +15 (+7 eff.) Ignore Armor +8 On-Hit (Melee): * 10% chance to reduce all saves and defense by 28 When Hit: * 26% chance to reduce all saves and defense by 28 defense ------ Armor +6 Defense +10 (+7 eff.) Fatigue +12% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Sunknight Sunknight1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Damage +12% light Ignore Armor +5 defense ------ Armor +6 Defense +20 (+12 eff.) Resistance +9% light +5% physical Physical save +9 (+5 eff.) Life +54.00 other ------- Stamina/turn +3.00 A belt that goes around your waist. |
blurring rough leather belt of unlife blurring rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Defense +9 (+6 eff.) Resistance +6% blight Stealth +5 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
drakeskin leather belt 'Ebonywing' drakeskin leather belt 'Ebonywing'1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +10 (+3 eff.) Ignore resists +15% blight When Hit 4 blight 4 darkness On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 31 * 20% chance to reduce damage dealt by 23% defense ------ Armor +10 Defense +10 (+7 eff.) Fatigue -7% Physical save +29 (+13 eff.) other ------- Encumbrance +43 Size +1 A belt that goes around your waist. |
Eclipsefoe the cashmere cloak (11 def, 6 armour) Eclipsefoe the cashmere cloak (11 def, 6 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Cun offense ------ Ignore resists +25% darkness defense ------ Armor +6 Defense +11 (+7 eff.) Resistance +13% nature +13% blight Physical save +12 (+6 eff.) Spell save +18 (+5 eff.) Mind save +21 (+7 eff.) Life +45.00 Life Regen +5.00 Healmod +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Fearfire Mantle (14 def, 0 armour) Fearfire Mantle (14 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: offense ------ When Hit 30 fire defense ------ Defense +14 (+9 eff.) Resistance +10% fire +10% darkness +10% cold other ------- Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Harildir the Bogbearer (2 def, 0 armour) Harildir the Bogbearer (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: offense ------ Spell Crit +5% Critical power +15.00% Spellpower +6 (+2 eff.) Damage +3% fire +11% arcane +18% nature Ignore resists +8% arcane defense ------ Defense +2 (+2 eff.) Resistance +3% light +9% cold Mind save +3 (+1 eff.) Pinning Resist +20% other ------- Max mana +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Daimodir the Corruptionsage (0 def, 0 armour) Daimodir the Corruptionsage (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Disrupt While equipped: offense ------ Physical Crit +8.0% Accuracy +30 (+12 eff.) When Hit 8 nature When Hit: * 8 arcane resource burn * 8% chance to slow global speed by 55% defense ------ Resistance +9% darkness +11% all Healmod +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Searspawn the woollen robe (3 def, 3 armour) =pen 20= Searspawn the woollen robe (3 def, 3 armour) =pen 20=2.0 Encumbrance T2 cloth armor [Rare] Master While equipped: offense ------ Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +12% fire +9% light +4% all Ignore resists +20% fire When Hit 4 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 28 defense ------ Armor +3 Defense +3 (+3 eff.) Resistance +6% fire +9% all Physical save +19 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe (0 def, 0 armour) cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Normal] While equipped: defense ------ Resistance +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's silk robe of Angolwen (0 def, 0 armour) stargazer's silk robe of Angolwen (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil +2 Cun offense ------ Spell Crit +7% Spellpower +13 (+4 eff.) Spellpower/crit +4 Damage +8% light +9% darkness defense ------ Resistance +13% all Silence Resist +33% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+4 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+2 eff.) Fatigue +8% Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 18 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Elythra the Duskwire (9 def, 4 armour) Elythra the Duskwire (9 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +8 Str +13 Dex +3 Con offense ------ Damage +15% darkness Ignore resists +15% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 23% defense ------ Armor +4 Defense +9 (+6 eff.) Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Kindlepulverizer the pair of dwarven-steel boots (0 def, 4 armour) =shield 30= Kindlepulverizer the pair of dwarven-steel boots (0 def, 4 armour) =shield 30=3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +4 Mag offense ------ Spell Crit +3% Spellpower +6 (+2 eff.) Damage +12% darkness +24% arcane Ignore resists +10% fire Ignore Shields +30% defense ------ Armor +4 Fatigue +3% Resistance +6% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of drakeskin leather boots of massiveness (0 def, 5 armour) grounding pair of drakeskin leather boots of massiveness (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego+] Nature/Master While equipped: Stats +10 Str +9 Con offense ------ Damage +9% physical defense ------ Armor +5 Resistance +6% lightning +11% temporal other ------- Size +1 A pair of boots made of leather. |
pair of dwarven-steel boots 'Scaldwarden' (0 def, 4 armour) =25 pen= pair of dwarven-steel boots 'Scaldwarden' (0 def, 4 armour) =25 pen=3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +5 Cun +2 Dex offense ------ Damage +9% fire Ignore resists +25% fire defense ------ Armor +4 Fatigue -3% Resistance +12% cold Physical save +5 (+3 eff.) other ------- Encumbrance +25 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Kilnrage' (0 def, 3 armour) pair of hardened leather boots 'Kilnrage' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +3 Mag offense ------ Damage +12% blight +6% fire +6% light Ignore resists +15% light defense ------ Armor +3 Resistance +18% blight +3% fire other ------- Spell cooldown 10% A pair of boots made of leather. |
undeterred pair of drakeskin leather boots of evasion (11 def, 5 armour) undeterred pair of drakeskin leather boots of evasion (11 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego++] Arcane/Master While equipped: defense ------ Armor +5 Defense +11 (+7 eff.) Silence Resist +28% Confus Resist +40% Stun Resist +37% Evasion: (Instant) Puts all charms on 17 turn cooldown Effective talent level: 5.5 Power cost 17 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
undeterred pair of hardened leather boots of strife (0 def, 3 armour) undeterred pair of hardened leather boots of strife (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Arcane/Psionic While equipped: Stats +3 Con +4 Wil offense ------ Mindpower +5 (+1 eff.) Ignore resists +7% physical defense ------ Armor +3 Silence Resist +32% Confus Resist +21% Stun Resist +28% Blindside: Puts all charms on 14 turn cooldown Effective talent level: 3.5 Power cost 14 out of 25/25. Range 6 Cooldown: 10 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 21 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
wanderer's pair of dwarven-steel boots of void walking (0 def, 4 armour) =oop 13= wanderer's pair of dwarven-steel boots of void walking (0 def, 4 armour) =oop 13=3.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Con offense ------ Ignore resists +13% darkness +13% temporal defense ------ Armor +4 Fatigue +3% Resistance +20% darkness +19% temporal Physical save +18 (+9 eff.) Mind save +13 (+4 eff.) Out-of-Phase Defense +17 Out-of-Phase Resistance +13% Out-of-Phase Resilience +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Abyssfoe (0 def, 2 armour) =oop 15= Abyssfoe (0 def, 2 armour) =oop 15=1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ On-Hit 10 mind Damage +8% mind +6% fire Ignore Shields +30% defense ------ Armor +2 Fatigue +3% Resistance +2% physical +7% mind +3% nature Mind save +6 (+2 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max vim +20.00 Unarmed combat: Weapon Damage 116% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% 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 +10 mind On Hit: 20% Psychic Lobotomy level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Olorion the dwarven-steel gauntlets (0 def, 2 armour) =stun 20= Olorion the dwarven-steel gauntlets (0 def, 2 armour) =stun 20=1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +4 Mag offense ------ Damage +6% arcane +9% blight defense ------ Armor +2 Fatigue +3% Resistance +18% lightning +9% fire Life Regen +4.00 Stun Resist +20% Unarmed combat: Weapon Damage 122% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +10 arcane On-crit, radius 2 +11 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Uraruigrim the dwarven-steel gauntlets (0 def, 2 armour) =stun 20= Uraruigrim the dwarven-steel gauntlets (0 def, 2 armour) =stun 20=1.5 Encumbrance T2 hands armor [Random Unique] Arcane While equipped: offense ------ On-Hit 29 light Damage +13% light defense ------ Armor +2 Fatigue +3% Resistance +20% light +6% fire Unlife -20.00 life Stun Resist +20% Unarmed combat: Weapon Damage 122% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 60% Searing Light level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's voratun gauntlets of war-making (0 def, 3 armour) brawler's voratun gauntlets of war-making (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego++] Master While equipped: Stats +3 Str +4 Dex +3 Cun offense ------ Physical Crit +19.0% Spell Crit +6% Mind Crit +15% Critical power +9.00% defense ------ Armor +3 Fatigue +5% Physical save +11 (+6 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 144% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +15 Critical Rate +26.0% Attack Speed 83% On Hit: 10% Set Up level 5 On Crit: 20% Cripple level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets (0 def, 2 armour) dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Normal] While equipped: defense ------ Armor +2 Fatigue +3% Unarmed combat: Weapon Damage 123% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
psychic's voratun gauntlets of sorrow (0 def, 3 armour) psychic's voratun gauntlets of sorrow (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego+] Psionic While equipped: offense ------ Mindpower +10 (+3 eff.) On-Hit 30 mind 36 darkness Damage +7% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 28 defense ------ Armor +3 Fatigue +5% Resistance +6% mind Mind save -10 (-3 eff.) Unarmed combat: Weapon Damage 137% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On-crit, radius 2 +6 mind On Hit: 10% Reproach level 5 On Hit: 20% Psychic Lobotomy level 5 Ruined Earth: Puts all charms on 11 turn cooldown Effective talent level: 4.5 Power cost 11 out of 20/20. Range 6 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Metal gloves protecting the hands up to the middle of the lower arm. |
sand voratun gauntlets of dexterity (+4) (0 def, 10 armour) sand voratun gauntlets of dexterity (+4) (0 def, 10 armour)1.5 Encumbrance T4 hands armor [Ego] Nature/Master While equipped: Stats +4 Dex offense ------ On-Hit 10 physical Damage +5% physical Accuracy +11 (+6 eff.) defense ------ Armor +10 Fatigue +5% Unarmed combat: Weapon Damage 135% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +15 Critical Rate +20.0% Attack Speed 83% On-Hit, radius 1 +9 physical On-crit, radius 2 +14 physical On Hit: 10% Sand Breath level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
steady drakeskin leather gloves of magic (+4) (0 def, 3 armour) steady drakeskin leather gloves of magic (+4) (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego] Arcane/Psionic While equipped: Stats +4 Mag offense ------ Damage +3% arcane Accuracy +8 (+4 eff.) defense ------ Armor +3 Physical save +8 (+4 eff.) Mind save +6 (+2 eff.) Disarm Resist +30% Unarmed combat: Weapon Damage 129% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-hit +11 arcane On-crit, radius 2 +10 arcane On Hit: 10% Perfect Control level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady drakeskin leather gloves of regeneration (0 def, 3 armour) steady drakeskin leather gloves of regeneration (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego+] Nature/Psionic While equipped: offense ------ Accuracy +8 (+4 eff.) defense ------ Armor +3 Physical save +6 (+3 eff.) Mind save +7 (+2 eff.) Life Regen +3.80 Disarm Resist +40% other ------- Stamina/turn +1.10 Psi/turn +0.31 Unarmed combat: Weapon Damage 131% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On Hit: 10% Perfect Control level 5 On Hit: 10% Second Wind level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aroyana the Rainquick (2 def, 0 armour) =oop= Aroyana the Rainquick (2 def, 0 armour) =oop=2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +12% temporal +15% nature +6% cold When Hit 8 arcane 4 cold defense ------ Defense +2 (+2 eff.) Resistance +6% temporal +22% nature +5% arcane Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A pointy cloth hat, very wizardly... |
Bethetta the hardened leather cap (0 def, 3 armour) Bethetta the hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Dex offense ------ Spell Crit +4% Critical power +20.00% Spellpower +15 (+4 eff.) Spellpower/crit +10 Damage +15% arcane Ignore Shields +30% defense ------ Armor +3 Fatigue +3% other ------- Max mana +100.00 A cap made of leather. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Armor +6 Defense +3 (+3 eff.) Fatigue +4% Resistance +8% physical other ------- Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Effective talent level: 2.5 Power cost 33 out of 60/60. Range melee/personal Cooldown: 34 Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)3.0 Encumbrance T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck offense ------ Damage +10% physical +10% fire defense ------ Armor +9 Defense +5 (+4 eff.) Fatigue +10% other ------- Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Effective talent level: 4.5 Power cost 25 out of 45/45. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 6 into utter confusion (power: 47%) for 3 turns. The sound wave is so strong, your foes also take 149.50 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Eletira (0 def, 4 armour) =water= Eletira (0 def, 4 armour) =water=3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Mag offense ------ Spell Crit +4% Damage +9% acid +9% blight Ignore resists +15% acid defense ------ Armor +4 Fatigue +4% Resistance +17% cold other ------- Mana/turn +0.24 Mana-on-crit +2.00 Max vim +40.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Lavaquake the rough leather cap (0 def, 1 armour) =20 pen= Lavaquake the rough leather cap (0 def, 1 armour) =20 pen=2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Damage +18% acid Ignore resists +20% fire defense ------ Armor +1 Fatigue +1% Resistance +9% acid +18% fire +6% cold other ------- Light +3 A cap made of leather. |
Mardondil the hardened leather cap (0 def, 3 armour) Mardondil the hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +3 Dex offense ------ Critical power +10.00% Damage +12% physical Ignore resists +10% physical Ignore Armor +5 When Hit 2 arcane defense ------ Armor +3 Fatigue +3% Resistance +10% nature Spell save +7 (+2 eff.) Unlife -40.00 life Life +77.00 Healmod +13% A cap made of leather. |
Nerewyn the iron helm (10 def, 11 armour) =sil 20= Nerewyn the iron helm (10 def, 11 armour) =sil 20=3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Cun +2 Dex offense ------ Ignore Armor +5 defense ------ Armor +11 Defense +10 (+7 eff.) Fatigue +5% Resistance +3% mind Mind save +6 (+2 eff.) Life +20.00 Silence Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
The Black Crown (0 def, 15 armour) The Black Crown (0 def, 15 armour)3.0 Encumbrance T4 head armor [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con defense ------ Armor +15 Fatigue +5% Resistance +20% darkness +20% blight other ------- Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds Shadow Power +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil offense ------ Mindpower +16 (+5 eff.) defense ------ Defense +8 (+6 eff.) Fear Resist +60% other ------- Masteries +0.20 Cursed/Fears Instill Fear: Effective talent level: 3.5 Power cost 10 out of 45/45. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 21.24 mind and 32.22 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 21% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 20. Terrified: Deals 4.72 mind and 7.16 darkness damage per turn and increases cooldowns by 32%. Haunted: Causes the target to suffer 8.36 mind and 12.68 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
dwarven-steel helm 'Manedunachik' (0 def, 4 armour) dwarven-steel helm 'Manedunachik' (0 def, 4 armour)3.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +10 Str +13 Dex +3 Con offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +4 Fatigue +4% Resistance +9% lightning +12% cold +10% darkness Physical save +8 (+4 eff.) Spell save +9 (+2 eff.) Mind save +8 (+3 eff.) other ------- Infravision +4 Skullcracker: Puts all charms on 11 turn cooldown Effective talent level: 4.5 Power cost 11 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 196.3 Physical damage. If the attack hits, the target is confused (26% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating dwarven-steel helm of absorption (0 def, 4 armour) insulating dwarven-steel helm of absorption (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: defense ------ Armor +4 Fatigue +4% Resistance +8% fire +10% cold other ------- Stamina when Hit +1.20 EQ when Hit +1.20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Hettagandil' (1 def, 8 armour) =oop 15= linen wizard hat 'Hettagandil' (1 def, 8 armour) =oop 15=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +8 Defense +1 (+1 eff.) Resistance +5% lightning +6% temporal +3% acid Disarm Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- EQ when Hit +0.08 A pointy cloth hat, very wizardly... |
Gunoruileg (15 def, 36 armour) Gunoruileg (15 def, 36 armour)14.0 Encumbrance T5 heavy armor [Random Unique] Master While equipped: Stats +4 Str +4 Dex +7 Con offense ------ Critical power +10.00% Damage +6% physical defense ------ Armor +36 Defense +15 (+9 eff.) Fatigue +2% Physical save +11 (+6 eff.) Life +89.00 A suit of armour made of mail. |
fortifying voratun mail armour (5 def, 10 armour) fortifying voratun mail armour (5 def, 10 armour)14.0 Encumbrance T5 heavy armor [Ego+] Master While equipped: Stats +5 Str +2 Con defense ------ Armor +10 Defense +5 (+4 eff.) Fatigue +12% Life +64.00 A suit of armour made of mail. |
voratun mail armour of the deep (5 def, 12 armour) voratun mail armour of the deep (5 def, 12 armour)14.0 Encumbrance T5 heavy armor [Ego+] Nature While equipped: defense ------ Armor +12 Defense +5 (+4 eff.) Fatigue +12% Resistance +9% acid +9% cold other ------- Breathe water A suit of armour made of mail. |
Blizzardbone the reinforced leather armour (12 def, 7 armour) Blizzardbone the reinforced leather armour (12 def, 7 armour)9.0 Encumbrance T4 light armor [Rare] Master While equipped: offense ------ Damage +9% acid Ignore resists +15% cold When Hit 10 cold defense ------ Armor +7 Defense +12 (+8 eff.) Fatigue +8% Resistance +18% acid +25% fire +15% light +27% cold A suit of armour made of leather. |
Flashobeisance the reinforced leather armour (12 def, 7 armour) Flashobeisance the reinforced leather armour (12 def, 7 armour)9.0 Encumbrance T4 light armor [Rare] Master While equipped: offense ------ Ignore resists +10% lightning When Hit 10 acid 10 nature On-Hit (Melee): * 20% chance to slow global speed by 55% * 20% chance to reduce armor by 41% defense ------ Armor +7 Defense +12 (+8 eff.) Fatigue +8% Resistance +24% lightning +27% cold A suit of armour made of leather. |
enlightening drakeskin leather armour of stability (20 def, 8 armour) enlightening drakeskin leather armour of stability (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego+] Master/Psionic While equipped: Stats +6 Cun +6 Wil defense ------ Armor +8 Defense +20 (+12 eff.) Fatigue +8% Resistance +8% physical Physical save +24 (+12 eff.) Mind save +22 (+7 eff.) A suit of armour made of leather. |
nimble drakeskin leather armour (31 def, 8 armour) nimble drakeskin leather armour (31 def, 8 armour)9.0 Encumbrance T5 light armor [Ego+] Master While equipped: Stats +6 Dex offense ------ Move Speed +20% defense ------ Armor +8 Defense +31 (+17 eff.) Fatigue +8% A suit of armour made of leather. |
Islumivea the Cindermortal (0 def, 13 armour) Islumivea the Cindermortal (0 def, 13 armour)17.0 Encumbrance T4 massive armor Reqs - Massive armour training [Rare] Master While equipped: Stats +6 Str +5 Dex +4 Wil offense ------ Damage +30% fire defense ------ Armor +13 Fatigue +22% Resistance +26% fire Crit Resistance 10.00% other ------- See Invisibility +15 A suit of armour made of metal plates. |
3 agate 3 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
65 alchemist agate 65 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. |
4 onyx 4 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 When used as an alchemist bomb: Bomb damage +15% 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+5 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+5 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+6 eff.) Physical save +8 (+4 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+6 eff.) Physical save +8 (+4 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Layimissra' (dig speed 25 turns) =perfect= dwarven-steel pickaxe 'Layimissra' (dig speed 25 turns) =perfect=3.0 Encumbrance T3 digger tool [Random Unique] Master While equipped: Stats +11 Str offense ------ Ignore Armor +8 defense ------ Armor +2 Fatigue -12% Resistance +6% acid +3% fire +9% darkness Crit Resistance 5.00% Healmod +5% Disease Resist +10% While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 15 turn cooldown Effective talent level: 4.5 Power cost 15 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +94 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
3 emerald 3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+5 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+5 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Planar Beacon Planar Beacon1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 4.5 Power cost 14 out of 25/25. Range 7 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 303.17 demonfire damage to everyone within 5 spaces and leaving flames which will deal an additional 303.17 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Spectral Cage Spectral Cage0.0 Encumbrance T3 lite [Unique] Arcane While equipped: offense ------ Spellpower +10 (+3 eff.) Damage +15% cold Ignore resists +10% cold defense ------ Resistance +20% cold other ------- Light +5 Release a will o' the wisp that will explode against your foes for 387 cold damage (based on your Magic). Uses 11 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Umbraphage Umbraphage0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+3 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+3 eff.) other ------- Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 268.50 darkness damage (based on Mindpower and charge). Uses 6 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
alchemist's lamp 'Xaninne' =sil 20= alchemist's lamp 'Xaninne' =sil 20=1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +3 Con offense ------ Damage +3% mind defense ------ Resistance +3% mind +3% temporal Healmod +15% Blind Resist +31% Silence Resist +20% Confus Resist +42% other ------- Light +8 See Stealth +10 See Invisibility +10 Track: Puts all charms on 22 turn cooldown Effective talent level: 6.5 Power cost 22 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Blood-Runed Athame Blood-Runed Athame1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many Ways Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
5 garnet 5 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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby 4 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 111 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 737.28 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 14 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
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. |
Blindwill the iron torque of gale force [power 105] (9 cooldown) Blindwill the iron torque of gale force [power 105] (9 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +6 Cun +1 Str offense ------ Damage +6% lightning +6% darkness defense ------ Resistance +3% darkness Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 131 physical damage Puts all charms on 9 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Pyrequell the steel torque of psionic shield [power 49] (14 cooldown) Pyrequell the steel torque of psionic shield [power 49] (14 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +3 Mag offense ------ Damage +12% fire defense ------ Resistance +5% arcane Mind save +18 (+6 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.12 Max mana +80.00 Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 14 turn cooldown 100% to increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Velemissra the dwarven-steel torque of gale force [power 260] (9 cooldown) Velemissra the dwarven-steel torque of gale force [power 260] (9 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Spell Crit +4% Damage +6% arcane defense ------ Resistance +9% mind Unlife -40.00 life Silence Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max vim +50.00 Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 325 physical damage Puts all charms on 9 turn cooldown 100% to increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
supercharged stralite torque of psionic shield [power 143] (16 cooldown) supercharged stralite torque of psionic shield [power 143] (16 cooldown)2.0 Encumbrance T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 143 for 5 turns Puts all charms on 16 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Elenarek [power 260] (14 cooldown) Elenarek [power 260] (14 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +3 Str +5 Mag offense ------ Spell Crit +7% Critical power +10.00% Damage +18% blight +9% temporal Ignore resists +15% blight Accuracy +15 (+7 eff.) Summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 760 Base Damage: 320 Armor: 25 All Resist: 26 Puts all charms on 14 turn cooldown 100% to heal for 77. Natural totems are made by powerful wilders to store nature power. |
Stormgasher [power 320] (9 cooldown) Stormgasher [power 320] (9 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +6% lightning Ignore resists +10% lightning defense ------ Armor +8 Resistance +12% mind +4% physical Crit Resistance 15.00% Life +40.00 Stun Resist +20% Heal yourself and all friendly characters within 10 spaces for 320 Puts all charms on 9 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of stinging 'Mardyhek' [power 416] (9 cooldown) elven-wood totem of stinging 'Mardyhek' [power 416] (9 cooldown)2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: Stats +4 Cun +4 Con defense ------ Armor +6 Resistance +3% physical Unlife -80.00 life other ------- Infravision +3 Sting an enemy dealing 599 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 turn cooldown 100% to increase all damage penetration by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst 5 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Bregoroddasus [power 194] (9 cooldown) Bregoroddasus [power 194] (9 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +5 Str offense ------ Critical power +20.00% Ignore resists +25% mind other ------- Light +3 Create a radius 3 storm for 5 turns. Each turn, creatures within take 44 lightning damage and will be dazed for 1 turn (223 total damage) Puts all charms on 9 turn cooldown 100% to heal for 54. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of clairvoyance 'Adysema' [power 14] (9 cooldown) elven-wood wand of clairvoyance 'Adysema' [power 14] (9 cooldown)2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: Stats +2 Cun offense ------ Damage +18% mind Ignore resists +20% mind When Hit 6 mind defense ------ Resistance +6% nature +6% mind Spell save +9 (+2 eff.) Silence Resist +20% Stun Resist +20% Reveal the area around you, dispelling darkness (radius 14, power 80 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 9 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Resonating Diamond Resonating Diamond0.0 Encumbrance T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
11 quartz 11 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By McBurn the Ogre Doombringer level 34
70th Pyre 123rd year of Ascendancy at 02:48 see stats
By McBurn the Ogre Doombringer level 34
68th Pyre 123rd year of Ascendancy at 10:36 see stats
By McBurn the Ogre Doombringer level 37
32nd Dusk 123rd year of Ascendancy at 17:32 see stats
By McBurn the Ogre Doombringer level 11
8th Dusk 122nd year of Ascendancy at 18:06 see stats
By McBurn the Ogre Doombringer level 36
28th Dusk 123rd year of Ascendancy at 12:42 see stats
By McBurn the Ogre Doombringer level 35
73rd Pyre 123rd year of Ascendancy at 16:53 see stats
By McBurn the Ogre Doombringer level 24
1st Regrowth 123rd year of Ascendancy at 06:04 see stats
By McBurn the Ogre Doombringer level 31
53rd Pyre 123rd year of Ascendancy at 21:47 see stats
By McBurn the Ogre Doombringer level 33
66th Pyre 123rd year of Ascendancy at 03:25 see stats
By McBurn the Ogre Doombringer level 6
78th Pyre 122nd year of Ascendancy at 07:17 see stats
By McBurn the Ogre Doombringer level 10
3rd Dusk 122nd year of Ascendancy at 00:38 see stats
By McBurn the Ogre Doombringer level 20
48th Haze 122nd year of Ascendancy at 21:21 see stats
By McBurn the Ogre Doombringer level 30
10th Pyre 123rd year of Ascendancy at 16:14 see stats
By McBurn the Ogre Doombringer level 40
55th Dusk 123rd year of Ascendancy at 11:31 see stats
By McBurn the Ogre Doombringer level 31
51st Pyre 123rd year of Ascendancy at 23:54 see stats
By McBurn the Ogre Doombringer level 26
50th Regrowth 123rd year of Ascendancy at 16:32 see stats
By McBurn the Ogre Doombringer level 32
65th Pyre 123rd year of Ascendancy at 16:29 see stats
By McBurn the Ogre Doombringer level 36
28th Dusk 123rd year of Ascendancy at 18:48 see stats
By McBurn the Ogre Doombringer level 11
14th Dusk 122nd year of Ascendancy at 02:04 see stats
By McBurn the Ogre Doombringer level 14
72nd Dusk 122nd year of Ascendancy at 14:38 see stats
By McBurn the Ogre Doombringer level 25
5th Regrowth 123rd year of Ascendancy at 00:37 see stats
By McBurn the Ogre Doombringer level 19
31st Haze 122nd year of Ascendancy at 20:49 see stats
By McBurn the Ogre Doombringer level 33
67th Pyre 123rd year of Ascendancy at 21:10 see stats
By McBurn the Ogre Doombringer level 33
68th Pyre 123rd year of Ascendancy at 06:20 see stats
Log
Talent Curse of Defenselessness is ready to use.
Talent Stone Touch is ready to use.
Talent Rune: Acid Wave is ready to use.
Talent Fiery Torment is ready to use.
Talent Ogric Wrath is ready to use.
Talent Perfect Strike is ready to use.
Talent Blinding Speed is ready to use.
Rested for 60 turns (stop reason: all resources and life at maximum).
--------------------------------
McBurn deactivates Eternal Suffering.
Resting starts...
Talent Eternal Suffering is ready to use.
Rested for 17 turns (stop reason: all resources and life at maximum).
--------------------------------
Saving game...
Saving done.
--------------------------------
Something performs a melee critical strike against McBurn!
Yvamiwe the gigantic sandworm tunneler has garroted McBurn!
Something performs a melee critical strike against McBurn!
Yvamiwe the gigantic sandworm tunneler performs a melee critical strike against McBurn!
Yvamiwe the gigantic sandworm tunneler performs a melee critical strike against McBurn!
Yvamiwe the gigantic sandworm tunneler performs a melee critical strike against McBurn!
Yvamiwe the gigantic sandworm tunneler performs a melee critical strike against McBurn!
Melee retaliation hits Yvamiwe the gigantic sandworm tunneler for 21 fire, 19 blight, 21 fire, 19 blight, 21 fire, 19 blight, 21 fire, 19 blight (160 total damage).
Yvamiwe the gigantic sandworm tunneler hits McBurn for (16 abyssal shield), 302 physical, (7 abyssal shield), 7 fire, (16 abyssal shield), 189 physical, (7 abyssal shield), 7 acid, (7 abyssal shield), 7 nature, (16 abyssal shield), 290 physical, (7 abyssal shield), 7 fire, (15 abyssal shield), 208 physical, (7 abyssal shield), 7 acid, (7 abyssal shield), 7 nature, (15 abyssal shield), 234 physical, (7 abyssal shield), 7 fire, (15 abyssal shield), 243 physical (1517 total damage).
McBurn the level 40 ogre doombringer was torn limb from limb to death by Yvamiwe the gigantic sandworm tunneler on level 1 of Briagh's Lair.