Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Adjustable Levelup 1.5.10Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Marauder |
Level / Exp | 34 / 8% |
Size | medium |
Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
Strength | 73 (base 66) |
Dexterity | 89 (base 66) |
Constitution | 62 (base 52) |
Magic | 15 (base 10) |
Willpower | 43 (base 26) |
Cunning | 85 (base 44) |
Resources
Life | 1234/1234 |
Mana | 343/343 |
Stamina | 232/232 |
Healing Factor | 1.7198029716161 |
Regeneration | 39.290880894115 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 7 |
See Stealth | 73.383828752477 |
See Invisible | 80.383828752477 |
Offense: Mainhand
Damage | 147 |
Accuracy | 77 |
Crit Chance | 65% |
APR | 54 |
Speed | 1.00 |
Offense: Offhand
Damage | 120 |
Accuracy | 77 |
Crit Chance | 65% |
APR | 64 |
Speed | 0.90 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Light | +13% |
Temporal | +5% |
Blight | +9% |
Arcane | +3% |
Cold | +25% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Arcane | +10% |
Physical | +20% |
Defense: Base
Armour (hardiness) | 33 (97.32523063412%) |
Defense | 75 |
Ranged Defense | 75 |
Fatigue | 0 |
Physical Save | 55 |
Spell Save | 44 |
Mental Save | 58 |
Defense: Resistances
Physical | + 22%( 70%) |
Nature | + 35%( 70%) |
Light | + 25%( 70%) |
Temporal | + 25%( 70%) |
Blight | + 31%( 70%) |
Arcane | + 24%( 70%) |
Cold | + 25%( 70%) |
All | + 20%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Bleed Resistance | 60% |
Confusion Resistance | 50% |
Instadeath Resistance | 100% |
Disarm Resistance | 74% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 392 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 118 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 Strength stat. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 323 damage for 5 turns. Its effects scale with your Strength 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 729% 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 Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Bloodthirst | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Duelist | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Technique / Dual techniques | 1.90 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Battle tactics | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.90 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Technique / Thuggery | 1.90 |
| 1/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 3/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Chant of Fortitude |
talent | Premonition |
talent | Quickdraw |
talent | Trained Reactions |
beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 172 - 241 Accuracy: 93 (knife) APR: 55 Crit Chance: +64% Crit mult: 223% Uses Stats: 70% Dex, 50% Str |
beneficial effect | Parrying melee and ranged attacks: Has a 82% chance to deflect up to 33 damage from the next 2.9 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | 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 Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 163. | 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 |
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 warg claw. * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * You've found the needed hummerhorn wing. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed snow giant kidney. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed bloated horror heart. * You've found the needed vial of elder vampire blood. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed chunk of ghoul flesh. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
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 | Shiverjustice the pair of hardened leather boots (15 def, 3 armour) =FUS= Shiverjustice the pair of hardened leather boots (15 def, 3 armour) =FUS=2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +2 Dex +2 Cun +3 Con offense ------ Ignore resists +20% physical defense ------ Armor +3 Defense +15 (+4 eff.) Resistance +6% cold +2% physical Unlife -20.00 life Disengage: Puts all charms on 13 turn cooldown Effective talent level: 4.5 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Light source | Cleanseoozer =FUS= Cleanseoozer =FUS=1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +2 Dex defense ------ Armor +16 Resistance +6% nature Physical save +9 (+3 eff.) Mind save +10 (+3 eff.) other ------- Max stamina +10.00 Light +4 See Stealth +8 See Invisibility +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Xywen the linen wizard hat (1 def, 0 armour) =FUS= Xywen the linen wizard hat (1 def, 0 armour) =FUS=2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +1 Wil defense ------ Defense +1 (+0 eff.) Physical save +9 (+3 eff.) Mind save +9 (+3 eff.) Life Regen +4.00 Cut Resist +10% other ------- EQ when Hit +0.90 Psi when Hit +1.00 Hate when Hit +0.90 See Invisibility +9 A pointy cloth hat, very wizardly... |
On hands | Vorygalaith the hardened leather gloves (0 def, 2 armour) =FUS= Vorygalaith the hardened leather gloves (0 def, 2 armour) =FUS=1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +5 Mag +7 Wil +4 Con offense ------ Spellpower +6 (+3 eff.) On-Hit 9 arcane 7 temporal On-Ranged-Hit 7 temporal Damage +9% blight +5% temporal +3% arcane Ignore resists +10% blight +10% arcane When Hit 2 arcane 4 blight defense ------ Armor +2 Resistance +5% arcane +6% temporal Disarm Resist +24% other ------- Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | yew wand of shielding [power 290] (17 cooldown) yew wand of shielding [power 290] (17 cooldown)2.0 Encumbrance T3 wand charm [Ego] Arcane Create a shield absorbing up to 290 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | steel ring of misery steel ring of misery0.1 Encumbrance T2 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun offense ------ On-Hit 8 physical On-Ranged-Hit 11 physical On-Hit (Melee): * 11% chance to reduce all saves and defense by 26 On-Hit (Ranged): * 10% chance to reduce all saves and defense by 26 other ------- Hate-on-crit +2.00 Max hate +5.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 5.9 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 176% weapon damage. If the attack hits, the target will bleed for 330% weapon damage over 7 turns, and all healing will be reduced by 72%. Rings make your fingers look great! |
On fingers | gold ring of luminosity gold ring of luminosity0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ On-Hit 18 light On-Ranged-Hit 20 light Damage +13% light Rings make your fingers look great! |
Around neck | restful steel amulet of healing =FUS= restful steel amulet of healing =FUS=0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Fatigue -5% Life Regen +2.00 Healmod +11% Cut Resist +50% Heal: Puts all charms on 29 turn cooldown Effective talent level: 4.5 Power cost 29 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 326 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | Icy Kill (143% power, 10 apr) Icy Kill (143% power, 10 apr)1.0 Encumbrance T4 dagger 1H weapon [Unique] Nature/Psionic Weapon Damage 144% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +15.0% Attack Speed 100% On-hit +30 cold On Critical: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil offense ------ Damage +25% cold defense ------ Pierce Iceblocks +50% other ------- Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Around waist | hardened leather belt 'Manodralen' =FUS= hardened leather belt 'Manodralen' =FUS=1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Cun +3 Dex offense ------ Physical Crit +8.0% Mind Crit +11% On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 12 defense ------ Defense +20 (+5 eff.) Fatigue -11% Resistance +6% light other ------- Encumbrance +62 A belt that goes around your waist. |
In off hand | 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 Mastery Dagger Mastery 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 (+4 eff.) Physical save +15 (+5 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. |
Cloak | restorative cashmere cloak of backstabbing (2 def, 0 armour) =FUS= restorative cashmere cloak of backstabbing (2 def, 0 armour) =FUS=2.0 Encumbrance T3 cloak armor [Ego++] Nature/Master While equipped: offense ------ Critical power +15.00% Accuracy +10 (+3 eff.) Ignore Armor +8 defense ------ Defense +2 (+1 eff.) Resistance +13% nature +13% blight Stealth +7 Life Regen +3.00 Healmod +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | troll-hide hardened leather armour of command (17 def, 12 armour) =FUS= troll-hide hardened leather armour of command (17 def, 12 armour) =FUS=9.0 Encumbrance T3 light armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun defense ------ Armor +12 Defense +17 (+4 eff.) Fatigue +8% Mind save +14 (+4 eff.) Life +38.00 Life Regen +4.70 Healmod +12% A suit of armour made of leather. |
Inventory
Blood of Life Blood of Life0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Primal Infusion (affinity 14%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 14%; reduction 2; 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 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 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 of the titan (heal 170; cd 12) healing infusion of the titan (heal 170; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 170 then cleanse 1 wound, poison, and disease effect. 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. |
heroism infusion of the titan (die at -526; dur 5; cd 31) heroism infusion of the titan (die at -526; dur 5; cd 31)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 31 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -526 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 526 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
blink rune (range 5; phase 18; cd 17) blink rune (range 5; phase 18; cd 17)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 17 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. |
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. |
shatter afflictions rune (absorb 50; cd 18) shatter afflictions rune (absorb 50; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 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 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune (threshold 53; blocks 2; dur 4; cd 15) stormshield rune (threshold 53; blocks 2; 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 53 up to 2 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Feathersteel Amulet =MOVE CARRY= Feathersteel Amulet =MOVE CARRY=0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+4 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
grounding steel amulet of dexterity (+3) =Shock Stun= grounding steel amulet of dexterity (+3) =Shock Stun=0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +10% lightning Stun Resist +21% Amulets make your neck look great! |
serendipitous gold amulet of vision =See+2, Infra, Spot= serendipitous gold amulet of vision =See+2, Infra, Spot=0.1 Encumbrance T3 amulet jewelry [Ego++] Nature While equipped: Stats +8 Lck offense ------ Accuracy +9 (+3 eff.) defense ------ Defense +10 (+3 eff.) Resist unseen 13% Blind Resist +23% other ------- Infravision +4 Sight +2 See Invisibility +8 Amulets make your neck look great! |
psionicist's steel ring =Mind= psionicist's steel ring =Mind=0.1 Encumbrance T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+2 eff.) Rings make your fingers look great! |
steel amethyst ring steel amethyst ring0.1 Encumbrance T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Mindpower +7 (+2 eff.) Damage +4% all Rings make your fingers look great! |
wizard's steel ring =Spell= wizard's steel ring =Spell=0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag defense ------ Spell save +4 (+1 eff.) Rings make your fingers look great! |
Elemental Fury Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
gladiator's gold ring of frost (+20%) =COLD ++= gladiator's gold ring of frost (+20%) =COLD ++=0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Str +6 Con offense ------ Physical Power +7 (+1 eff.) Damage +10% cold defense ------ Resistance +20% cold Rings make your fingers look great! |
gold ring of fire (+20%) =FIRE= gold ring of fire (+20%) =FIRE=0.1 Encumbrance T3 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% fire defense ------ Resistance +20% fire Rings make your fingers look great! |
mule's gold ring of pilfering =Pierce CARRY= mule's gold ring of pilfering =Pierce CARRY=0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +7 (+2 eff.) Ignore Armor +11 defense ------ Defense +9 (+2 eff.) Fatigue -4% other ------- Encumbrance +26 Disengage: Puts all charms on 9 turn cooldown Effective talent level: 4.5 Power cost 9 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 194% 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! |
mule's gold ring of power =CARRY Powers= mule's gold ring of power =CARRY Powers=0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Physical Power +8 (+2 eff.) Spellpower +5 (+3 eff.) Mindpower +10 (+3 eff.) defense ------ Fatigue -6% other ------- Encumbrance +24 Rings make your fingers look great! |
Bloodcaller =Life Steal= Bloodcaller =Life Steal=0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
bloodlich's yew magestaff of illumination (120% power, 4 apr, cold element) bloodlich's yew magestaff of illumination (120% power, 4 apr, cold element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane/Nature 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 Mag +2 Cun +1 Con offense ------ Spell Crit +3% Critical power +15.00% Spellpower +9 (+5 eff.) Damage +20% cold defense ------ Defense +6 (+2 eff.) other ------- Negative/turn +0.20 Vim-on-crit +5.00 Max vim +28.00 Max negative +29.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 5 turn cooldown Effective talent level: 3.5 Power cost 5 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 8 that illuminates the area and deals 89.83 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. |
cruel yew vilestaff of channeling (120% power, 4 apr, darkness element) cruel yew vilestaff of channeling (120% power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane/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: offense ------ Spell Crit +11% Critical power +14.00% Spellpower +19 (+10 eff.) Damage +20% darkness other ------- Mana/turn +0.21 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 25 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
stormbringer's dwarven-steel greatsword (144% power, 2 apr) stormbringer's dwarven-steel greatsword (144% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego+] Nature Weapon Damage 145% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +27 lightning +23 cold While equipped: offense ------ Move Speed +41% Ignore resists +16% lightning +19% cold Massive two-handed swords. |
caustic dwarven-steel waraxe of massacre (132% power, 4 apr) caustic dwarven-steel waraxe of massacre (132% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Nature/Master Weapon Damage 133% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-crit, radius 2 +17 acid +6 nature While equipped: offense ------ Ignore resists +8% acid +12% nature Ignore Armor +9 One-handed war axes. |
thought-forged dwarven-steel waraxe of crippling (118% power, 4 apr) thought-forged dwarven-steel waraxe of crippling (118% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Master/Psionic Weapon Damage 119% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +8 mind On Hit: * 16% chance to reduce all saves and defense by 26 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Cun +3 Wil offense ------ Physical Crit +8.0% One-handed war axes. |
Spelldrinker (132% power, 8 apr) Spelldrinker (132% power, 8 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 132% Range: 1.0x-1.3x Uses 35% Str, 20% Mag, 55% Dex Damage Physical Mastery Dagger Mastery 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 (+4 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. |
hateful dwarven-steel dagger of crippling (116% power, 7 apr) hateful dwarven-steel dagger of crippling (116% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Master/Psionic Weapon Damage 116% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +8 darkness Damage Against +6% Living On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +8.0% Sharp, short and deadly. |
acidic stralite dagger of evisceration (137% power, 9 apr) acidic stralite dagger of evisceration (137% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 137% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Critical: * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 While equipped: offense ------ Physical Crit +8.0% Physical Power +8 (+2 eff.) Sharp, short and deadly. |
Noonbreak (17/17, 139% power, 10 apr) Noonbreak (17/17, 139% power, 10 apr)3.0 Encumbrance T3 arrow ammo [Rare] Arcane Weapon Damage 139% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 17 On-ranged-hit +20 light +20 temporal On-Hit, radius 1 +20 light +12 mind On-crit, radius 2 +20 light On Critical: * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 Arrows are used with bows to pierce your foes to death. |
verdant woollen robe of lightning (+15%) (0 def, 0 armour) verdant woollen robe of lightning (+15%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: Stats +3 Con offense ------ Damage +5% nature +10% lightning defense ------ Resistance +15% lightning +9% all Poison Resist +23% Disease Resist +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of darkness (+24%) (0 def, 0 armour) =DARK MindS= mindwoven cashmere robe of darkness (+24%) (0 def, 0 armour) =DARK MindS=2.0 Encumbrance T3 cloth armor [Ego] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +16% darkness defense ------ Resistance +24% darkness +11% all Mind save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic hardened leather armour of fire resistance (9 def, 6 armour) =FIRE LGT DARK= prismatic hardened leather armour of fire resistance (9 def, 6 armour) =FIRE LGT DARK=9.0 Encumbrance T3 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +18% fire +11% light +12% darkness A suit of armour made of leather. |
prismatic hardened leather armour of lightning resistance (9 def, 6 armour) =Shock= prismatic hardened leather armour of lightning resistance (9 def, 6 armour) =Shock=9.0 Encumbrance T3 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +17% lightning +11% light +12% darkness A suit of armour made of leather. |
radiant reinforced leather armour (12 def, 7 armour) =Blight= radiant reinforced leather armour (12 def, 7 armour) =Blight=9.0 Encumbrance T4 light armor [Ego+] Nature While equipped: Stats +2 Wil defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Resistance +18% blight +11% darkness other ------- Light +1 A suit of armour made of leather. |
noble's rough leather belt =Summons= noble's rough leather belt =Summons=1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +16% Summoned defense ------ Resist Against +16% Summoned A belt that goes around your waist. |
Beliblek the Blastidol =GROUND= Beliblek the Blastidol =GROUND=1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ When Hit 2 acid On-Hit (Melee): * 10% chance to reduce armor by 22% defense ------ Armor +5 Defense +7 (+2 eff.) Resistance +12% lightning +6% cold +3% darkness +6% temporal Physical save +13 (+5 eff.) A belt that goes around your waist. |
blurring hardened leather belt of shielding blurring hardened leather belt of shielding1.0 Encumbrance T3 belt armor [Ego] Arcane/Master While equipped: defense ------ Armor +7 Defense +11 (+3 eff.) Stealth +6 Create a temporary shield that absorbs 221 damage Puts all charms on 25 turn cooldown A belt that goes around your waist. |
hardened leather belt hardened leather belt1.0 Encumbrance T3 belt armor [Normal] A belt that goes around your waist. |
Isalle the linen cloak (1 def, 0 armour) Isalle the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Cun +1 Con offense ------ Critical power +5.00% When Hit 2 physical defense ------ Defense +1 (+0 eff.) other ------- Max stamina +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of the voidstalker (2 def, 0 armour) =DARK TEMP= cashmere cloak of the voidstalker (2 def, 0 armour) =DARK TEMP=2.0 Encumbrance T3 cloak armor [Ego+] Arcane While equipped: defense ------ Defense +2 (+1 eff.) Resistance +16% darkness +13% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +12% Out-of-Phase Resilience +10% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour) =Move COLD Nat= Frost Treads (1 def, 4 armour) =Move COLD Nat=2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
dreamer's pair of hardened leather boots of massiveness (0 def, 3 armour) =Size+1= dreamer's pair of hardened leather boots of massiveness (0 def, 3 armour) =Size+1=2.0 Encumbrance T3 feet armor [Ego++] Master/Psionic While equipped: Stats +5 Str +2 Wil +3 Cun +6 Con offense ------ Damage +7% physical defense ------ Armor +3 Physical save +8 (+3 eff.) Spell save +7 (+2 eff.) Mind save +8 (+3 eff.) other ------- Size +1 A pair of boots made of leather. |
grounding pair of hardened leather boots of evasion (2 def, 3 armour) =Ground Evasion= grounding pair of hardened leather boots of evasion (2 def, 3 armour) =Ground Evasion=2.0 Encumbrance T3 feet armor [Ego+] Nature/Master While equipped: defense ------ Armor +3 Defense +2 (+1 eff.) Resistance +8% lightning +8% temporal Evasion: (Instant) Puts all charms on 25 turn cooldown Effective talent level: 5.9 Power cost 25 out of 30/30. Range melee/personal Cooldown: 16 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 57 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
grounding pair of hardened leather boots of void walking (0 def, 3 armour) =TEMP DARK= grounding pair of hardened leather boots of void walking (0 def, 3 armour) =TEMP DARK=2.0 Encumbrance T3 feet armor [Ego+] Arcane/Nature While equipped: offense ------ Ignore resists +16% darkness +16% temporal defense ------ Armor +3 Resistance +5% lightning +23% temporal +16% darkness Out-of-Phase Defense +14 Out-of-Phase Resistance +13% Out-of-Phase Resilience +11% A pair of boots made of leather. |
scholar's pair of hardened leather boots of strife (0 def, 3 armour) scholar's 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 +2 Wil offense ------ Spellpower +5 (+3 eff.) Mindpower +5 (+2 eff.) Ignore resists +7% physical defense ------ Armor +3 Blindside: Puts all charms on 21 turn cooldown Effective talent level: 2.5 Power cost 21 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 155% (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. |
Earuroddahell the pair of dwarven-steel boots (0 def, 4 armour) =CARRY ++= Earuroddahell the pair of dwarven-steel boots (0 def, 4 armour) =CARRY ++=3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Ignore resists +10% mind On-Hit (Melee): * 10% chance to slow global speed by 53% defense ------ Armor +4 Fatigue -3% Resistance +6% lightning +6% cold +15% light Physical save +5 (+2 eff.) Spell save +3 (+1 eff.) other ------- Encumbrance +27 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blood-soaked pair of dwarven-steel boots of speed (0 def, 4 armour) =??= blood-soaked pair of dwarven-steel boots of speed (0 def, 4 armour) =??=3.0 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: offense ------ Physical Crit +4.0% Physical Power +5 (+1 eff.) Move Speed +25% Ignore Armor +6 defense ------ Armor +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
invigorating pair of dwarven-steel boots of tirelessness (0 def, 4 armour) invigorating pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Nature/Master While equipped: offense ------ Move Speed +10% defense ------ Armor +4 Fatigue -3% Life +39.00 other ------- Stamina/turn +0.90 Max stamina +18.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
naturalist's hardened leather gloves (0 def, 2 armour) =NATURE= naturalist's hardened leather gloves (0 def, 2 armour) =NATURE=1.0 Encumbrance T2 hands armor [Ego] Nature While equipped: offense ------ On-Hit 10 nature Damage +4% nature defense ------ Armor +2 Resistance +6% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
polar hardened leather gloves (0 def, 2 armour) =Cold= polar hardened leather gloves (0 def, 2 armour) =Cold=1.0 Encumbrance T2 hands armor [Ego] Nature While equipped: offense ------ On-Hit 8 cold Damage +5% cold defense ------ Armor +2 Resistance +6% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
radiant hardened leather gloves of strength (+4) (0 def, 2 armour) =Light= radiant hardened leather gloves of strength (+4) (0 def, 2 armour) =Light=1.0 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats +4 Str offense ------ Physical Power +8 (+2 eff.) On-Hit 11 light Damage +5% light defense ------ Armor +2 Resistance +8% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour) =ACID PHYS= Stone Gauntlets of Harkor'Zun (0 def, 7 armour) =ACID PHYS=7.0 Encumbrance T3 hands armor [Unique] Arcane While equipped: offense ------ Damage +10% acid +5% physical Ignore resists +15% acid +15% physical defense ------ Armor +7 Fatigue +10% Resistance +20% acid +10% physical Max Resistance +10% acid +5% physical other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
cashmere wizard hat 'Chargecast' (2 def, 0 armour) =Temp Light= cashmere wizard hat 'Chargecast' (2 def, 0 armour) =Temp Light=2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +5% Damage +9% lightning On-Hit (Melee): * 10% chance to slow global speed by 53% defense ------ Defense +2 (+1 eff.) Resistance +6% blight +9% temporal +9% light Mind save +10 (+3 eff.) Hateful Whisper: Puts all charms on 13 turn cooldown Effective talent level: 4.5 Power cost 13 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 142 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.6 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 32% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
cashmere wizard hat of decomposition (2 def, 0 armour) cashmere wizard hat of decomposition (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: defense ------ Defense +2 (+1 eff.) Resistance +5% lightning +4% temporal +5% light +5% fire +3% nature +5% acid +5% blight +5% cold +6% darkness A pointy cloth hat, very wizardly... |
cashmere wizard hat of madness (2 def, 0 armour) cashmere wizard hat of madness (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +5% defense ------ Defense +2 (+1 eff.) Mind save +14 (+4 eff.) Hateful Whisper: Puts all charms on 13 turn cooldown Effective talent level: 3.5 Power cost 13 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 126 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.8 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 28% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
grounding cashmere wizard hat of the mountain (+9%) (2 def, 0 armour) =Ground +/-Phys= grounding cashmere wizard hat of the mountain (+9%) (2 def, 0 armour) =Ground +/-Phys=2.0 Encumbrance T3 head armor [Ego] Nature While equipped: offense ------ Damage +13% physical defense ------ Defense +2 (+1 eff.) Resistance +9% lightning +8% temporal +13% physical A pointy cloth hat, very wizardly... |
shielding cashmere wizard hat of lightning (+18%) (2 def, 0 armour) =GROUND Spell= shielding cashmere wizard hat of lightning (+18%) (2 def, 0 armour) =GROUND Spell=2.0 Encumbrance T3 head armor [Ego] Arcane/Nature While equipped: Stats +4 Mag offense ------ Damage +12% lightning defense ------ Defense +2 (+1 eff.) Resistance +18% lightning Spell save +8 (+2 eff.) A pointy cloth hat, very wizardly... |
stabilizing cashmere wizard hat of corrosion (+18%) (2 def, 0 armour) =ACID= stabilizing cashmere wizard hat of corrosion (+18%) (2 def, 0 armour) =ACID=2.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: Stats +4 Wil offense ------ Damage +12% acid defense ------ Defense +2 (+1 eff.) Resistance +18% acid Physical save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
Frigidraven (0 def, 3 armour) Frigidraven (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Str defense ------ Armor +3 Fatigue +3% Resistance +6% acid +9% temporal +12% fire +3% cold +12% lightning Physical save +6 (+2 eff.) Unlife -40.00 life Life +60.00 A cap made of leather. |
Glitterblood (0 def, 6 armour) Glitterblood (0 def, 6 armour)2.0 Encumbrance T3 head armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Mag +3 Con defense ------ Armor +6 Fatigue +3% Resistance +7% blight +9% darkness Physical save +6 (+2 eff.) Spell save +18 (+6 eff.) Mind save +16 (+5 eff.) other ------- Light +3 Infravision +2 Circle of Sanctity: (Instant) Puts all charms on 25 turn cooldown Effective talent level: 5.5 Power cost 25 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 9 light damage to everyone else who enters. The circle lasts 6 turns. A cap made of leather. |
champion's hardened leather cap of trickery (0 def, 3 armour) champion's hardened leather cap of trickery (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats +3 Str +3 Dex +3 Wil +3 Cun offense ------ Ignore Armor +6 defense ------ Armor +3 Fatigue +3% Mind save +6 (+2 eff.) other ------- Light +1 A cap made of leather. |
hardened leather cap of sanctity (0 def, 3 armour) hardened leather cap of sanctity (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: defense ------ Armor +3 Fatigue +3% Resistance +7% blight +7% darkness Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Circle of Sanctity: (Instant) Puts all charms on 25 turn cooldown Effective talent level: 3.5 Power cost 25 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 7 light damage to everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
prismatic hardened leather cap of the depths (0 def, 3 armour) =DIVE= prismatic hardened leather cap of the depths (0 def, 3 armour) =DIVE=2.0 Encumbrance T3 head armor [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +3% Resistance +7% cold +13% light +12% darkness other ------- Breathe water A cap made of leather. |
warlord's hardened leather cap of might (0 def, 3 armour) =??= warlord's hardened leather cap of might (0 def, 3 armour) =??=2.0 Encumbrance T3 head armor [Ego++] Nature/Master While equipped: Stats +6 Str +3 Wil +3 Con offense ------ Physical Power +12 (+3 eff.) defense ------ Armor +3 Fatigue +3% Resistance +6% physical Physical save +8 (+3 eff.) A cap made of leather. |
mindcaging dwarven-steel helm (0 def, 4 armour) =MIND Confus= mindcaging dwarven-steel helm (0 def, 4 armour) =MIND Confus=3.0 Encumbrance T3 head armor [Ego+] Psionic While equipped: defense ------ Armor +4 Fatigue +4% Resistance +16% mind Mind save +10 (+3 eff.) Confus Resist +31% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
aquamarine aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald 4 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet 4 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
jade jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
amber amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
bright brass lantern of focus =Light +6= bright brass lantern of focus =Light +6=2.0 Encumbrance T1 lite [Ego] Master/Psionic While equipped: Stats +4 Wil offense ------ Damage +7% mind other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Duathelwill =HPRegen= Duathelwill =HPRegen=1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +5 Wil offense ------ Damage +8% mind Ignore resists +10% mind When Hit 6 darkness defense ------ Resistance +3% lightning Life Regen +4.00 Teleport Resist +20% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp of the sun alchemist's lamp of the sun1.0 Encumbrance T3 lite [Ego+] Arcane While equipped: offense ------ Damage +8% light defense ------ Resistance +5% darkness Affinity +5% light other ------- Light +6 Sun Flare: Puts all charms on 25 turn cooldown Effective talent level: 4.5 Power cost 25 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 86.85 light damage. At talent level 3 you gain 16% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
bright alchemist's lamp of the moons =Light= bright alchemist's lamp of the moons =Light=1.0 Encumbrance T3 lite [Ego+] Arcane/Master While equipped: offense ------ Damage +8% darkness defense ------ Resistance +8% light Affinity +5% darkness other ------- Light +7 Infravision +2 Moonlight Ray: Puts all charms on 7 turn cooldown Effective talent level: 5.5 Power cost 7 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 84.95 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching alchemist's lamp scorching alchemist's lamp1.0 Encumbrance T3 lite [Ego] Arcane While equipped: offense ------ When Hit 16 fire defense ------ Resistance +7% fire other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching alchemist's lamp of the sun scorching alchemist's lamp of the sun1.0 Encumbrance T3 lite [Ego+] Arcane While equipped: offense ------ Damage +8% light When Hit 15 fire defense ------ Resistance +9% darkness +7% fire Affinity +5% light other ------- Light +5 Sun Flare: Puts all charms on 25 turn cooldown Effective talent level: 4.5 Power cost 25 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 86.85 light damage. At talent level 3 you gain 16% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
survivor's alchemist's lamp of clarity survivor's alchemist's lamp of clarity1.0 Encumbrance T3 lite [Ego] Nature/Psionic While equipped: defense ------ Physical save +7 (+3 eff.) Mind save +8 (+3 eff.) Healmod +15% other ------- Light +4 See Stealth +7 See Invisibility +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
Planar Beacon Planar Beacon1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 3.5 Power cost 21 out of 25/25. Range 6 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 77.31 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 77.31 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. |
useless but awesome rock useless but awesome rock0.0 Encumbrance rock misc [Unique] Nature Talk to your pet rock. Uses 9 power out of 10/10 Awesome rock!!! |
Glowquill (dig speed 10 turns) Glowquill (dig speed 10 turns)3.0 Encumbrance T3 digger tool [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Cun +2 Str offense ------ Damage +8% fire +11% mind +21% light Ignore resists +10% arcane Accuracy +7 (+2 eff.) When Hit 2 light defense ------ Resistance +10% darkness +5% arcane Affinity +15% darkness Mind save +8 (+3 eff.) other ------- Infravision +10 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Salithra (dig speed 23 turns) Salithra (dig speed 23 turns)3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +2 Str offense ------ When Hit 8 blight defense ------ Resistance +5% arcane +6% blight Physical save +5 (+2 eff.) Spell save +26 (+8 eff.) Mind save +8 (+3 eff.) Life +49.00 other ------- Mana/turn +0.12 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Gwai's Burninator Gwai's Burninator2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 330.00 fire damage (based on Magic). Uses 41 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
evasive steel torque of mindblast [power 160] (13 cooldown) =Fus= evasive steel torque of mindblast [power 160] (13 cooldown) =Fus=2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 160 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield [power 49] (21 cooldown) steel torque of psionic shield [power 49] (21 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 21 turn cooldown Torques are made by powerful psionics to store psionic powers. |
evasive yew totem of healing [power 260] (13 cooldown) evasive yew totem of healing [power 260] (13 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 13 turn cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Morauver the Dwarf Marauder level 8
3rd Acquisition 122nd year of Ascendancy at 00:03 see stats
By Morauver the Dwarf Marauder level 32
12nd Gold 123rd year of Ascendancy at 18:09 see stats
By Morauver the Dwarf Marauder level 31
9th Gold 123rd year of Ascendancy at 00:24 see stats
By Morauver the Dwarf Marauder level 13
30th Profit 122nd year of Ascendancy at 02:51 see stats
By Morauver the Dwarf Marauder level 20
17th Loss 122nd year of Ascendancy at 19:13 see stats
By Morauver the Dwarf Marauder level 26
6th Steel 123rd year of Ascendancy at 01:37 see stats
By Morauver the Dwarf Marauder level 28
33rd Steel 123rd year of Ascendancy at 12:13 see stats
By Morauver the Dwarf Marauder level 21
18th Loss 122nd year of Ascendancy at 21:43 see stats
By Morauver the Dwarf Marauder level 10
1st Profit 122nd year of Ascendancy at 10:11 see stats
By Morauver the Dwarf Marauder level 20
25th Dearth 122nd year of Ascendancy at 06:24 see stats
By Morauver the Dwarf Marauder level 30
7th Gold 123rd year of Ascendancy at 22:30 see stats
By Morauver the Dwarf Marauder level 22
20th Shortage 122nd year of Ascendancy at 23:03 see stats
By Morauver the Dwarf Marauder level 26
20th Steel 123rd year of Ascendancy at 03:39 see stats
By Morauver the Dwarf Marauder level 5
19th Voratun 122nd year of Ascendancy at 06:34 see stats
By Morauver the Dwarf Marauder level 6
29th Voratun 122nd year of Ascendancy at 10:05 see stats
By Morauver the Dwarf Marauder level 11
3rd Profit 122nd year of Ascendancy at 23:04 see stats
By Morauver the Dwarf Marauder level 26
5th Steel 123rd year of Ascendancy at 21:21 see stats
By Morauver the Dwarf Marauder level 30
8th Gold 123rd year of Ascendancy at 04:37 see stats
Log
The protective shield of Morauver disappears.
Morauver's Throwing Knife performs a melee critical strike against Orc warrior!
Orc warrior is dazed!
Morauver's Throwing Knife hits Orc warrior for 430 physical, 7 temporal, 14 light, 8 physical, 9 arcane (469 total damage).
Morauver uses Throwing Knives.
Talent Whirlwind is ready to use.
Morauver's Throwing Knife performs a melee critical strike against Orc warrior!
Orc warrior is not dazed anymore.
You collect a new ingredient: orc heart (1).
Morauver's Throwing Knife hits Orc warrior for 405 physical damage.
Morauver prepares for the next kill!
Morauver's Throwing Knife killed Orc warrior!
Talent Fan of Knives is ready to use.
Resting starts...
Morauver slows down.
Talent Greater Weapon Focus is ready to use.
Talent Infusion: Wild is ready to use.
Talent Windblade is ready to use.
Talent Evasion is ready to use.
Talent Rush is ready to use.
Morauver no longer revels in blood quite so much.
Talent Resilience of the Dwarves is ready to use.
Talent Blinding Speed is ready to use.
Rested for 44 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).