Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | Items Vault 1.7.0Donators/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. 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:
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. 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. 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: 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: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 38 / 90% |
Size | big |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 142 (base 73) |
Dexterity | 54 (base 51) |
Constitution | 86 (base 71) |
Magic | 13 (base 10) |
Willpower | 72 (base 58) |
Cunning | 52 (base 38) |
Resources
Life | 1513/1513 |
Mana | 512/512 |
Stamina | 246/246 |
Equilibrium | 20 |
Healing Factor | 2.1958352098044 |
Regeneration | 50.825136547523 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 9 |
See Stealth | 64.008794545935 |
See Invisible | 64.008794545935 |
Offense: Mainhand
Damage | 266 |
Accuracy | 79 |
Crit Chance | 96% |
APR | 21 |
Speed | 1.11 |
Offense: Spell
Spellpower | 26 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +17% |
Light | +10% |
Temporal | +10% |
Physical | +15% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Physical | +7% |
All | 0% |
Defense: Base
Armour (hardiness) | 63.70514148904 (100%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 0 |
Physical Save | 72 |
Spell Save | 62 |
Mental Save | 61 |
Defense: Resistances
Acid | + 34%( 70%) |
Blight | + 53%( 70%) |
Arcane | + 30%( 70%) |
All | + 26%( 70%) |
Lightning | + 47%( 70%) |
Light | + 57%( 70%) |
Temporal | + 46%( 70%) |
Physical | + 29%( 70%) |
Darkness | + 57%( 70%) |
Fire | + 34%( 70%) |
Nature | + 41%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 21% |
Knockback Resistance | 45% |
Confusion Resistance | 10% |
Stun Resistance | 20% |
Pinning Resistance | 20% |
Poison Resistance | 12% |
Blind Resistance | 26% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 391 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 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 772 damage for 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 175 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 757% 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 Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 45% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Bloodthirst | 2.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Superiority | 1.90 |
| 1/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Warcries | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 2/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 2.70 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Conditioning | 1.50 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Berserker Rage |
talent | Precise Strikes |
talent | Onslaught |
talent | Elemental Harmony |
talent | Premonition |
talent | Chant of Fortress |
talent | Shattering Impact |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)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 Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Premonition (+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 Dexterity 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 defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You failed to protect the repented thief from death by midge swarm. Escort: repented thief (level 2 of Trollmire) | failed |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 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: 238. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 within2 lumberjacks have died. | done |
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 |
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 | blood-soaked pair of hardened leather boots of strife (0 def, 3 armour) blood-soaked pair of hardened leather boots of strife (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Master/Psionic While equipped: Stats +2 Con +3 Wil offense ------ Physical Crit +4.0% Physical Power +4 (+1 eff.) Mindpower +5 (+2 eff.) Ignore resists +7% physical Ignore Armor +5 defense ------ Armor +3 Blindside: Puts all charms on 19 turn cooldown Effective talent level: 1.0 Power cost 19 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 25 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | Summertide Phial Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(128 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Steel Helm of Garkul (0 def, 6 armour) =FUS= Steel Helm of Garkul (0 def, 6 armour) =FUS=3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+3 eff.) Spell save +12 (+3 eff.) Mind save +12 (+3 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | Bladed Rift =Temp BleedDmg AnimateBl= Bladed Rift =Temp BleedDmg AnimateBl=2.0 Encumbrance T5 misc tool [Unique] Arcane/Psionic While equipped: offense ------ Spellpower +10 (+5 eff.) Mindpower +10 (+4 eff.) On-Hit 25 phys.bleed Damage +10% temporal +5% physical When Hit 25 phys.bleed defense ------ Resistance +15% temporal Animate Blade: Effective talent level: 5.0 Power cost 12 out of 25/25. Range 10 Cooldown: 1 Travel.spd instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
On fingers | voratun ring 'Betaramina' =No 1= voratun ring 'Betaramina' =No 1=0.1 Encumbrance T5 ring jewelry [Rare] Nature While equipped: offense ------ Damage +14% lightning Ignore resists +10% acid defense ------ Resistance +28% lightning +5% arcane Spell save +6 (+2 eff.) Life Regen +4.00 Healmod +20% Stun Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
On fingers | treant's copper ring of tenacity =No 2= treant's copper ring of tenacity =No 2=0.1 Encumbrance T1 ring jewelry [Ego+] Nature/Master While equipped: defense ------ Resistance +5% nature +5% blight Life +23.00 Poison Resist +12% Disease Resist +11% Disarm Resist +21% Pinning Resist +20% Knockbk Resist +25% Rings make your fingers look great! |
Around waist | noble's rough leather belt of unlife =Fus..?= noble's rough leather belt of unlife =Fus..?=1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +17% Summoned defense ------ Resistance +6% blight Resist Against +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In main hand | stralite battleaxe 'Glimmertouch' (157% power, 3 apr) =FUS= stralite battleaxe 'Glimmertouch' (157% power, 3 apr) =FUS=3.0 Encumbrance T4 battleaxe 2H weapon [Rare] Master Weapon Damage 158% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-crit, radius 2 +16 light While equipped: offense ------ Physical Crit +19.0% Critical power +33.00% Accuracy +15 (+3 eff.) Ignore Armor +13 defense ------ Armor +16 Physical save +6 (+2 eff.) other ------- Light +3 Massive two-handed battleaxes. |
On hands | spellstreaming dwarven-steel gauntlets of war-making (0 def, 2 armour) =Fus= spellstreaming dwarven-steel gauntlets of war-making (0 def, 2 armour) =Fus=1.5 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: offense ------ Physical Crit +8.0% Spell Crit +14% Mind Crit +11% Critical power +8.00% Spellpower +9 (+4 eff.) defense ------ Armor +2 Fatigue +3% other ------- Mana/turn +0.18 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)14.0 Encumbrance T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +10% acid +10% fire +10% darkness +10% blight Life Regen +3.00 Healmod +30% other ------- Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Cloak | Norim the Shimmerstone (2 def, 0 armour) =FUS!= Norim the Shimmerstone (2 def, 0 armour) =FUS!=2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Str +5 Mag +3 Con offense ------ Damage +3% lightning defense ------ Defense +2 (+1 eff.) Resistance +15% blight +12% temporal +16% darkness +15% nature Physical save +9 (+2 eff.) Life +60.00 Life Regen +7.00 Healmod +15% Out-of-Phase Defense +16 Out-of-Phase Resistance +12% Out-of-Phase Resilience +10% other ------- Infravision +2 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 8 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | starlit gold amulet of perfection (0.20 Technique / Conditioning,0.20 Technique / Combat training) =FUS= starlit gold amulet of perfection (0.20 Technique / Conditioning,0.20 Technique / Combat training) =FUS=0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Master While equipped: defense ------ Resistance +12% light +15% darkness Blind Resist +26% other ------- Masteries +0.20 Technique/Conditioning +0.20 Technique/Combat training Amulets make your neck look great! |
Inventory
wild infusion of the sneak (res 29%; physical; dur 3; cd 10) wild infusion of the sneak (res 29%; physical; dur 3; 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 cure yourself of one random physical effect and reduce all damage taken by 29% for 3 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. Press to compare to your current inscriptions |
blink rune of the sneak (range 6; phase 16; cd 11) blink rune of the sneak (range 6; phase 16; cd 11)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--) Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] 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 and reflecting at most 165 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Prismatic Rune (6 turns; blight, physical, nature, light) Prismatic Rune (6 turns; blight, physical, nature, light)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 blight, 2 physical, 5 nature, 4 light 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. |
ethereal rune of the psychic (power 25; resist 27%; move 36%; dur 5; cd 16) ethereal rune of the psychic (power 25; resist 27%; move 36%; dur 5; 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 27% all resistance, you move 36% faster, and you are invisible (power 25). Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 41; blocks 5; dur 4; cd 16) stormshield rune of the psychic (threshold 41; blocks 5; 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 41 up to 5 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 39; blocks 8; dur 4; cd 16) stormshield rune of the warrior (threshold 39; blocks 8; 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 39 up to 8 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. |
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! |
Gleamschism =CritPower= Gleamschism =CritPower=0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun +2 Wil offense ------ Mind Crit +3% Critical power +15.00% Ignore resists +15% light defense ------ Resistance +12% light Mind save +18 (+4 eff.) other ------- Light +2 Amulets make your neck look great! |
wanderer's copper amulet of manastreaming =+Move= wanderer's copper amulet of manastreaming =+Move=0.1 Encumbrance T1 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +2 Mag +4 Cun +3 Con offense ------ Spellpower/crit +3 Move Speed +10% defense ------ Fatigue -4% Life Regen +2.00 other ------- Stamina/turn +0.40 Mana/turn +0.12 Max mana +25.00 Amulets make your neck look great! |
Feathersteel Amulet =Move= Feathersteel Amulet =Move=0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+7 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. |
savior's steel amulet of the eclipse savior's steel amulet of the eclipse0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Master While equipped: offense ------ On-Hit 7 light 6 darkness Damage +5% light +7% darkness When Hit: * 6% chance to reduce damage dealt by 24% * 7% chance to blind defense ------ Physical save +10 (+3 eff.) Spell save +11 (+3 eff.) Mind save +12 (+3 eff.) Amulets make your neck look great! |
starlit steel amulet of vision =SPOT BLIND LIGHT DARK= starlit steel amulet of vision =SPOT BLIND LIGHT DARK=0.1 Encumbrance T2 amulet jewelry [Ego+] Nature While equipped: defense ------ Resistance +12% light +15% darkness Blind Resist +43% other ------- Infravision +5 Sight +2 See Invisibility +9 Amulets make your neck look great! |
Choker of Dread =100% BLIND SUMMON VAMPIRE= Choker of Dread =100% BLIND SUMMON VAMPIRE=0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+2 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 46 power out of 60/60 The evilness of undeath radiates from this amulet. |
gold amulet gold amulet0.1 Encumbrance T3 amulet jewelry [Normal] Amulets make your neck look great! |
restful gold amulet of vision =REGEN= restful gold amulet of vision =REGEN=0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Master While equipped: defense ------ Fatigue -6% Life Regen +3.00 Blind Resist +16% other ------- Infravision +4 Sight +2 See Invisibility +5 Amulets make your neck look great! |
copper ring of light (+20%) =LightRes= copper ring of light (+20%) =LightRes=0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +10% light defense ------ Resistance +20% light Rings make your fingers look great! |
Vargh Redemption =COLD TIDALWAVE= Vargh Redemption =COLD TIDALWAVE=0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 17.23 cold and 19.82 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 46 power out of 60/60 This azure ring seems to be always moist to the touch. |
rogue's steel ring of aether (+11%) =Arcane= rogue's steel ring of aether (+11%) =Arcane=0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun offense ------ Damage +11% arcane defense ------ Defense +6 (+3 eff.) Resistance +11% arcane Rings make your fingers look great! |
sneakthief's steel ring =Cun Dex= sneakthief's steel ring =Cun Dex=0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +5 Dex offense ------ Accuracy +6 (+1 eff.) Rings make your fingers look great! |
steel ring of the mind (+12%) =Mind= steel ring of the mind (+12%) =Mind=0.1 Encumbrance T2 ring jewelry [Ego] Psionic While equipped: offense ------ Damage +12% mind defense ------ Resistance +12% mind Rings make your fingers look great! |
Armytir the gold ring =ACID FIRE IgnPhysRes= Armytir the gold ring =ACID FIRE IgnPhysRes=0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +1 Dex offense ------ Damage +10% acid Ignore resists +15% physical defense ------ Resistance +20% acid +15% fire +3% temporal other ------- Max stamina +10.00 Rings make your fingers look great! |
gold ring gold ring0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
gold ring of pilfering =Pierce= gold ring of pilfering =Pierce=0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +9 (+2 eff.) Ignore Armor +7 defense ------ Defense +9 (+4 eff.) Disengage: Puts all charms on 8 turn cooldown Effective talent level: 2.0 Power cost 8 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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! |
gold ring of sensing =Spot Blind= gold ring of sensing =Spot Blind=0.1 Encumbrance T3 ring jewelry [Ego] Arcane While equipped: defense ------ Blind Resist +28% other ------- Infravision +4 See Stealth +7 See Invisibility +7 Rings make your fingers look great! |
solipsist's gold ring =Will= solipsist's gold ring =Will=0.1 Encumbrance T3 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +5 (+2 eff.) Rings make your fingers look great! |
warrior's gold ring of tenacity warrior's gold ring of tenacity0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Life +23.00 Disarm Resist +26% Pinning Resist +20% Knockbk Resist +25% Rings make your fingers look great! |
warbringer's steel battleaxe of shearing (122% power, 2 apr) =Ignore Resists= warbringer's steel battleaxe of shearing (122% power, 2 apr) =Ignore Resists=3.0 Encumbrance T2 battleaxe 2H weapon [Ego++] Master Weapon Damage 122% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Con offense ------ Physical Power +10 (+2 eff.) Ignore resists +12% physical +10% all Accuracy +9 (+2 eff.) Ignore Armor +9 defense ------ Disarm Resist +20% Massive two-handed battleaxes. |
dwarven-steel battleaxe (140% power, 2 apr) dwarven-steel battleaxe (140% power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Normal] Weapon Damage 140% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% Massive two-handed battleaxes. |
truestriking stralite battleaxe of evisceration (154% power, 3 apr) truestriking stralite battleaxe of evisceration (154% power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Ego++] Master Weapon Damage 154% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On Critical: * Wound the target dealing 315 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +12.0% Physical Power +14 (+3 eff.) Ignore resists +7% physical Accuracy +9 (+2 eff.) Ignore Armor +12 Massive two-handed battleaxes. |
blazebringer's dwarven-steel greatmaul of crippling (153% power, 2 apr) =GlobSpeed= blazebringer's dwarven-steel greatmaul of crippling (153% power, 2 apr) =GlobSpeed=5.0 Encumbrance T3 greatmaul 2H weapon [Ego++] Nature/Master Weapon Damage 154% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-crit, radius 2 +33 fire On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +13.0% Global Speed +6% Ignore resists +17% fire Massive two-handed mauls. |
Heatwasp (126% power, 2 apr) =ResAcid Light Shock= Heatwasp (126% power, 2 apr) =ResAcid Light Shock=3.0 Encumbrance T2 greatsword 2H weapon [Rare] Master Weapon Damage 127% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Mag +3 Wil +5 Con offense ------ Physical Power +13 (+3 eff.) Ignore resists +20% fire +12% physical defense ------ Resistance +12% acid +12% light +12% lightning Crit Resistance 10.00% Disarm Resist +27% Massive two-handed swords. |
Yvima the Shinesmasher (132% power, 2 apr) =Resist Arcane= Yvima the Shinesmasher (132% power, 2 apr) =Resist Arcane=3.0 Encumbrance T2 greatsword 2H weapon [Rare] Arcane Weapon Damage 132% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +12 light +8 blight On-Hit, radius 1 +12 arcane On-crit, radius 2 +16 arcane On Hit: * 25% chance for lightning to strike from the target to a second target dealing 43 damage While equipped: offense ------ Ignore resists +5% light +25% arcane On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 15 defense ------ Resistance +5% arcane Massive two-handed swords. |
plaguebringer's steel greatsword of evisceration (129% power, 2 apr) plaguebringer's steel greatsword of evisceration (129% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego++] Arcane/Master Weapon Damage 130% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +9 blight On Hit: 20% Epidemic level 2 On Hit: * 16% chance to reduce strength, dexterity, and constitution by 15 On Critical: * Wound the target dealing 315 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +10.0% Physical Power +10 (+2 eff.) defense ------ Disease Resist +20% Massive two-handed swords. |
Genocide (152% power, 4 apr) Genocide (152% power, 4 apr)3.0 Encumbrance T3 greatsword 2H weapon [Unique] Nature/Master Weapon Damage 152% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +18.0% Attack Speed 100% Damage Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con defense ------ Resist Against +15% Orc Life Regen +0.50 other ------- Stamina/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. This item has been sent to the Item's Vault. |
chilling dwarven-steel mace of crippling (132% power, 4 apr) chilling dwarven-steel mace of crippling (132% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego+] Arcane/Master Weapon Damage 133% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +7 cold On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% Blunt and deadly. |
elemental dwarven-steel mace of massacre (144% power, 4 apr) elemental dwarven-steel mace of massacre (144% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego+] Arcane/Master Weapon Damage 145% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Hit: * Create an explosion dealing 43 cold damage (1/turn) While equipped: offense ------ Damage +11% cold Ignore resists +5% cold Blunt 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 (+7 eff.) Physical save +15 (+4 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. |
The Untouchable (14 def, 12 armour) =Auto-Shield= The Untouchable (14 def, 12 armour) =Auto-Shield=9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+7 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Dagabar the iron mail armour (2 def, 4 armour) =Crit Power= Dagabar the iron mail armour (2 def, 4 armour) =Crit Power=14.0 Encumbrance T1 heavy armor [Rare] Master While equipped: Stats +2 Dex +2 Con offense ------ Critical power +10.00% Damage +3% blight defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +16% lightning +3% blight A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of the deep (3 def, 11 armour) =DIVE REGEN= rejuvenating dwarven-steel mail armour of the deep (3 def, 11 armour) =DIVE REGEN=14.0 Encumbrance T3 heavy armor [Ego+] Nature While equipped: defense ------ Armor +11 Defense +3 (+1 eff.) Fatigue +12% Resistance +7% acid +7% cold Life Regen +4.20 other ------- Stamina/turn +1.20 Breathe water A suit of armour made of mail. |
searing dwarven-steel mail armour of lightning resistance (3 def, 8 armour) =SHOCK= searing dwarven-steel mail armour of lightning resistance (3 def, 8 armour) =SHOCK=14.0 Encumbrance T3 heavy armor [Ego+] Arcane/Master While equipped: offense ------ On-Hit 17 acid 11 fire When Hit 11 acid 8 fire defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +10% acid +10% fire +18% lightning A suit of armour made of mail. |
impenetrable stralite mail armour of clarity (4 def, 18 armour) =Mind= impenetrable stralite mail armour of clarity (4 def, 18 armour) =Mind=14.0 Encumbrance T4 heavy armor [Ego] Master/Psionic While equipped: defense ------ Armor +18 Defense +4 (+2 eff.) Fatigue +12% Resistance +8% mind Mind save +15 (+3 eff.) A suit of armour made of mail. |
Thalore-Wood Cuirass (4 def, 12 armour) =COLD DARK NAT= Thalore-Wood Cuirass (4 def, 12 armour) =COLD DARK NAT=12.0 Encumbrance T2 massive armor [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con defense ------ Armor +12 Defense +4 (+2 eff.) Fatigue +14% Resistance +18% cold +18% darkness +18% nature Healmod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
radiant dwarven-steel plate armour of the dragon (0 def, 11 armour) radiant dwarven-steel plate armour of the dragon (0 def, 11 armour)17.0 Encumbrance T3 massive armor [Ego++] Nature While equipped: Stats +2 Wil defense ------ Armor +11 Fatigue +22% Resistance +8% acid +10% physical +13% darkness +13% blight +8% cold +10% lightning +8% fire Disarm Resist +27% Stun Resist +25% Knockbk Resist +20% other ------- Light +1 Cooldown Rush -5 A suit of armour made of metal plates. |
radiant stralite plate armour of Eyal (0 def, 13 armour) radiant stralite plate armour of Eyal (0 def, 13 armour)17.0 Encumbrance T4 massive armor [Ego++] Nature While equipped: Stats +4 Wil defense ------ Armor +13 Fatigue +22% Resistance +19% blight +11% darkness Life +20.00 Life Regen +5.00 Healmod +10% other ------- Light +1 A suit of armour made of metal plates. |
hardened leather belt of recklessness =CRITS= hardened leather belt of recklessness =CRITS=1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: offense ------ Physical Crit +5.0% Critical power +7.00% Physical Power +3 (+1 eff.) A belt that goes around your waist. |
insulating hardened leather belt of the giants =Size +1= insulating hardened leather belt of the giants =Size +1=1.0 Encumbrance T3 belt armor [Ego] Master While equipped: offense ------ Physical Power +2 (+0 eff.) defense ------ Resistance +5% fire +5% cold Spell save +5 (+1 eff.) other ------- Size +1 A belt that goes around your waist. |
nightruned hardened leather belt of unlife =UNDEATH Light Blight= nightruned hardened leather belt of unlife =UNDEATH Light Blight=1.0 Encumbrance T3 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +8% blight +10% light +5% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
reinforced hardened leather belt of burglary =Disarm Infra 5= reinforced hardened leather belt of burglary =Disarm Infra 5=1.0 Encumbrance T3 belt armor [Ego++] Master While equipped: Stats +4 Dex +4 Cun +7 Lck defense ------ Armor +6 Defense +7 (+3 eff.) Physical save +13 (+3 eff.) Stealth +6 other ------- Disarm Traps +11 Infravision +5 A belt that goes around your waist. |
spiritwalker's hardened leather belt of shielding spiritwalker's hardened leather belt of shielding1.0 Encumbrance T3 belt armor [Ego+] Arcane While equipped: Stats +5 Mag defense ------ Armor +5 other ------- Mana/turn +0.28 Max mana +34.00 Create a temporary shield that absorbs 203 damage Puts all charms on 23 turn cooldown A belt that goes around your waist. |
battlemaster's cashmere cloak of the Shaloren (2 def, 0 armour) =Check out!= battlemaster's cashmere cloak of the Shaloren (2 def, 0 armour) =Check out!=2.0 Encumbrance T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Str +3 Dex +2 Mag +2 Wil +3 Con defense ------ Defense +2 (+1 eff.) Spell save +9 (+2 eff.) other ------- Stamina/turn +0.60 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of backstabbing (2 def, 0 armour) cashmere cloak of backstabbing (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Master While equipped: offense ------ Critical power +12.00% Accuracy +8 (+2 eff.) Ignore Armor +7 defense ------ Defense +2 (+1 eff.) Stealth +8 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 +15% darkness +16% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +11% Out-of-Phase Resilience +19% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 8 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of Eldoral (2 def, 8 armour) =COLD Armor= thick cashmere cloak of Eldoral (2 def, 8 armour) =COLD Armor=2.0 Encumbrance T3 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex defense ------ Armor +8 Defense +2 (+1 eff.) Resistance +15% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eclipseshear (0 def, 3 armour) =RedDmg Cold Fire= Eclipseshear (0 def, 3 armour) =RedDmg Cold Fire=2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +6% lightning +3% darkness Ignore resists +20% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 24% defense ------ Armor +3 Resistance +8% fire +7% cold other ------- EQ when Hit +0.12 Max hate +6.00 Max psi +30.00 A pair of boots made of leather. |
Morningsage (0 def, 7 armour) =TEMP= Morningsage (0 def, 7 armour) =TEMP=2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +4 Cun +2 Wil offense ------ Damage +12% light +6% mind When Hit 2 mind defense ------ Armor +7 Resistance +12% temporal other ------- Max psi +20.00 Light +3 Infravision +2 A pair of boots made of leather. |
insulating pair of hardened leather boots of speed (0 def, 3 armour) =Move= insulating pair of hardened leather boots of speed (0 def, 3 armour) =Move=2.0 Encumbrance T3 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +3 Resistance +10% fire +7% cold A pair of boots made of leather. |
pair of voratun boots 'Smearwitch' (0 def, 5 armour) =SHOCK= pair of voratun boots 'Smearwitch' (0 def, 5 armour) =SHOCK=3.0 Encumbrance T5 feet armor [Rare] Nature While equipped: offense ------ Move Speed +10% Damage +6% nature When Hit 10 acid defense ------ Armor +5 Fatigue -3% Resistance +5% arcane +21% lightning Life +51.00 Poison Resist +20% Pinning Resist +20% other ------- Stamina/turn +0.90 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
psychic's rough leather gloves of war-making (0 def, 1 armour) =Mind= psychic's rough leather gloves of war-making (0 def, 1 armour) =Mind=1.0 Encumbrance T1 hands armor [Ego+] Master/Psionic While equipped: offense ------ Physical Crit +6.0% Spell Crit +6% Mind Crit +5% Critical power +6.00% On-Hit 6 mind Damage +4% mind defense ------ Armor +1 Resistance +6% mind 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. |
Wyrmbreath (0 def, 4 armour) =BreathCone Fire= Wyrmbreath (0 def, 4 armour) =BreathCone Fire=1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Effective talent level: 2.0 Power cost 19 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 323.93 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
brawler's hardened leather gloves of archery (0 def, 2 armour) brawler's hardened leather gloves of archery (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego++] Master While equipped: Stats +4 Str +7 Dex +8 Cun offense ------ Accuracy +7 (+1 eff.) Ignore Armor +8 defense ------ Armor +2 Physical save +5 (+1 eff.) other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 16 turn cooldown Effective talent level: 3.0 Power cost 16 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful hardened leather gloves of strength (+4) (0 def, 2 armour) restful hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +4 Str offense ------ Physical Power +8 (+2 eff.) defense ------ Armor +2 Life Regen +4.00 other ------- Stamina/turn +1.30 Max stamina +14.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral hardened leather gloves of spellstriking (0 def, 2 armour) =Arc Dark= umbral hardened leather gloves of spellstriking (0 def, 2 armour) =Arc Dark=1.0 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil offense ------ Spellpower +8 (+4 eff.) On-Hit 6 arcane 6 darkness Damage +4% arcane +5% darkness defense ------ Armor +2 Resistance +5% arcane +5% darkness 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. |
umbral drakeskin leather gloves of dexterity (+4) (0 def, 3 armour) =DARK= umbral drakeskin leather gloves of dexterity (+4) (0 def, 3 armour) =DARK=1.0 Encumbrance T4 hands armor [Ego] Arcane/Master While equipped: Stats +4 Dex offense ------ On-Hit 11 darkness Damage +6% darkness Accuracy +16 (+3 eff.) defense ------ Armor +3 Resistance +13% darkness 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. |
storm iron gauntlets of magic (+3) (0 def, 1 armour) =Shock= storm iron gauntlets of magic (+3) (0 def, 1 armour) =Shock=1.5 Encumbrance T1 hands armor [Ego] Arcane/Nature While equipped: Stats +3 Mag offense ------ On-Hit 6 lightning Damage +4% lightning +3% arcane defense ------ Armor +1 Fatigue +1% Resistance +6% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
temporal dwarven-steel gauntlets of regeneration (0 def, 2 armour) =Temp Regen= temporal dwarven-steel gauntlets of regeneration (0 def, 2 armour) =Temp Regen=1.5 Encumbrance T2 hands armor [Ego+] Arcane/Nature While equipped: offense ------ On-Hit 13 temporal On-Ranged-Hit 11 temporal Damage +3% temporal defense ------ Armor +2 Fatigue +3% Resistance +8% temporal Life Regen +2.50 other ------- Stamina/turn +0.60 Psi/turn +0.13 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Arcking the linen wizard hat (1 def, 0 armour) =CUN SPOT= Arcking the linen wizard hat (1 def, 0 armour) =CUN SPOT=2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +10 Cun +3 Str offense ------ Ignore resists +10% lightning defense ------ Defense +1 (+0 eff.) other ------- Infravision +4 See Stealth +7 See Invisibility +7 Circle of Warding: (Instant) Puts all charms on 31 turn cooldown Effective talent level: 3.0 Power cost 31 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 23% and attempts to push all creatures other than yourself out of its radius, inflicting 5.11 light damage and 4.64 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Undeathblight' (2 def, 0 armour) =FIRE= cashmere wizard hat 'Undeathblight' (2 def, 0 armour) =FIRE=2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +2 Dex +10 Cun +2 Con offense ------ Damage +12% fire Ignore resists +10% nature When Hit 4 acid defense ------ Defense +2 (+1 eff.) Resistance +18% fire A pointy cloth hat, very wizardly... |
cashmere wizard hat of decomposition (2 def, 0 armour) =9 RESISTS= cashmere wizard hat of decomposition (2 def, 0 armour) =9 RESISTS=2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: defense ------ Defense +2 (+1 eff.) Resistance +5% lightning +5% temporal +4% light +5% fire +5% nature +5% acid +4% blight +5% cold +5% darkness A pointy cloth hat, very wizardly... |
Un'fezan's Cap (1 def, 0 armour) =Wormhole PHYS= Un'fezan's Cap (1 def, 0 armour) =Wormhole PHYS=2.0 Encumbrance T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil offense ------ Spellpower +8 (+4 eff.) Mindpower +8 (+3 eff.) defense ------ Defense +1 (+0 eff.) Resistance +10% temporal +10% physical Anomaly Control +5 other ------- Masteries +0.20 Chronomancy/Timetravel Wormhole: Effective talent level: 1.0 Power cost 12 out of 15/15. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
dragonslayer's hardened leather cap (0 def, 3 armour) =Res 4 Elemnts= dragonslayer's hardened leather cap (0 def, 3 armour) =Res 4 Elemnts=2.0 Encumbrance T3 head armor [Ego+] Nature While equipped: defense ------ Armor +3 Fatigue +3% Resistance +7% acid +5% fire +7% lightning +7% cold A cap made of leather. |
grounding hardened leather cap of strength (+4) (0 def, 3 armour) =Temporal= grounding hardened leather cap of strength (+4) (0 def, 3 armour) =Temporal=2.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: Stats +4 Str defense ------ Armor +3 Fatigue +3% Resistance +8% lightning +7% temporal A cap made of leather. |
mindcaging hardened leather cap of sanctity (0 def, 3 armour) =MIND Sanctity= mindcaging hardened leather cap of sanctity (0 def, 3 armour) =MIND Sanctity=2.0 Encumbrance T3 head armor [Ego++] Arcane/Psionic While equipped: defense ------ Armor +3 Fatigue +3% Resistance +9% blight +7% darkness +15% mind Spell save +10 (+3 eff.) Mind save +22 (+5 eff.) Confus Resist +36% Circle of Sanctity: (Instant) Puts all charms on 23 turn cooldown Effective talent level: 3.0 Power cost 23 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 8 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
Bregidunastir the drakeskin leather cap (0 def, 5 armour) =??= Bregidunastir the drakeskin leather cap (0 def, 5 armour) =??=2.0 Encumbrance T5 head armor [Rare] Nature While equipped: offense ------ Physical Crit +4.0% Physical Power +20 (+4 eff.) Accuracy +10 (+2 eff.) defense ------ Armor +5 Fatigue +5% Resistance +13% lightning +11% temporal +6% light +5% arcane +3% acid Blind Resist +20% Disarm Resist +10% A cap made of leather. |
Furnaceborn (0 def, 5 armour) =Infra +8 DARK SHOCK= Furnaceborn (0 def, 5 armour) =Infra +8 DARK SHOCK=2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +7 Dex offense ------ Damage +12% acid +12% fire Ignore resists +10% fire When Hit 6 acid defense ------ Armor +5 Fatigue +5% Resistance +9% acid +9% fire +25% darkness +21% lightning other ------- Infravision +8 A cap made of leather. |
Aliromichak the dwarven-steel helm (0 def, 4 armour) =Blight Blind= Aliromichak the dwarven-steel helm (0 def, 4 armour) =Blight Blind=3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Dex defense ------ Armor +4 Fatigue +4% Resistance +9% blight Blind Resist +20% Poison Resist +10% other ------- Stamina when Hit +1.50 EQ when Hit +0.90 Max stamina +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Isena the Dazzlefist (0 def, 4 armour) =??= Isena the Dazzlefist (0 def, 4 armour) =??=3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +8 Str +2 Mag +4 Cun +10 Con offense ------ Damage +6% light +9% acid defense ------ Armor +4 Fatigue +4% Crit Resistance 15.00% Skullcracker: Puts all charms on 16 turn cooldown Effective talent level: 3.6 Power cost 16 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 881.3 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
catburglar's dwarven-steel helm (0 def, 4 armour) =Infra 4 DARK= catburglar's dwarven-steel helm (0 def, 4 armour) =Infra 4 DARK=3.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +5 Dex defense ------ Armor +4 Fatigue +4% Resistance +13% darkness other ------- Infravision +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) =DARK ANTI-MAG= catburglar's dwarven-steel helm of sanctity (0 def, 4 armour) =DARK ANTI-MAG=3.0 Encumbrance T3 head armor [Ego++] Arcane/Master While equipped: Stats +5 Dex defense ------ Armor +4 Fatigue +4% Resistance +7% blight +28% darkness Spell save +7 (+2 eff.) Mind save +9 (+2 eff.) other ------- Infravision +5 Circle of Sanctity: (Instant) Puts all charms on 23 turn cooldown Effective talent level: 4.0 Power cost 23 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 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren dwarven-steel helm of sanctity (0 def, 4 armour) =SANCTITY BLIGHT= thaloren dwarven-steel helm of sanctity (0 def, 4 armour) =SANCTITY BLIGHT=3.0 Encumbrance T3 head armor [Ego++] Arcane/Master While equipped: Stats +4 Wil defense ------ Armor +4 Fatigue +4% Resistance +13% blight +8% darkness Spell save +8 (+2 eff.) Mind save +13 (+3 eff.) Circle of Sanctity: (Instant) Puts all charms on 23 turn cooldown Effective talent level: 2.0 Power cost 23 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 4 turns. 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. |
opal opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 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. |
2 lapis lazuli 2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz 3 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. |
turquoise turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
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. |
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. |
alchemist's lamp 'Smoldervagrant' =SPOT= alchemist's lamp 'Smoldervagrant' =SPOT=1.0 Encumbrance T3 lite [Rare] Psionic While equipped: offense ------ Damage +21% acid +9% fire Ignore resists +10% temporal When Hit 10 acid On-Hit (Melee): * 20% chance to reduce armor by 25% defense ------ Mind save +7 (+1 eff.) other ------- Light +4 See Stealth +11 See Invisibility +16 A normal brass lantern, enhanced by alchemy to make it brighter. |
ethereal alchemist's lamp of the sun ethereal alchemist's lamp of the sun0.0 Encumbrance T3 lite [Ego++] Arcane While equipped: Stats +5 Mag offense ------ Spellpower +7 (+3 eff.) Damage +8% light defense ------ Resistance +11% darkness Affinity +5% light other ------- Light +7 Sun Flare: Puts all charms on 23 turn cooldown Effective talent level: 3.0 Power cost 23 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 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 84.81 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. |
preserving alchemist's lamp of clarity preserving alchemist's lamp of clarity1.0 Encumbrance T3 lite [Ego+] Nature/Psionic While equipped: Stats +3 Con defense ------ Resistance +9% blight Mind save +7 (+1 eff.) Life Regen +6.00 other ------- Light +4 See Stealth +11 See Invisibility +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Shockrock =FIRE! LigthtRad +9= Shockrock =FIRE! LigthtRad +9=1.0 Encumbrance T5 lite [Rare] Master While equipped: offense ------ Damage +18% lightning Ignore resists +15% lightning On-Hit (Melee): * 20% chance to reduce damage dealt by 24% defense ------ Resistance +9% acid +30% fire +6% blight other ------- Light +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Essence of Bearness Essence of Bearness3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 76 power out of 100/100 The very essence of bearness! |
Tooth of the Mouth (dig speed 12 turns) =Fus 15 Pierce= Tooth of the Mouth (dig speed 12 turns) =Fus 15 Pierce=3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
shattering dwarven-steel pickaxe (dig speed 16 turns) =- PhysRes= shattering dwarven-steel pickaxe (dig speed 16 turns) =- PhysRes=3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +2 Str offense ------ Ignore resists +16% physical While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many Ways Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 8 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. |
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. |
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 153 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. |
Islowyn [power 110] (12 cooldown) =Temp Blind= Islowyn [power 110] (12 cooldown) =Temp Blind=2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Mag offense ------ Ignore resists +5% blight defense ------ Armor +6 Defense +20 (+10 eff.) Resistance +6% temporal Blind Resist +20% Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 126 physical damage Puts all charms on 12 turn cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
focusing dwarven-steel torque of mindblast [power 210] (12 cooldown) focusing dwarven-steel torque of mindblast [power 210] (12 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 210 mind damage and silencing them for 4 turns Puts all charms on 12 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
focusing dwarven-steel torque of psionic shield [power 75] (19 cooldown) focusing dwarven-steel torque of psionic shield [power 75] (19 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 75 for 5 turns Puts all charms on 19 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Lightbringer's Wand Lightbringer's Wand2.0 Encumbrance T3 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% light When Hit 18 light defense ------ Resistance +12% darkness +12% light Spell save +15 (+4 eff.) other ------- Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 84 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 27 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
evasive yew wand of shielding [power 278] (16 cooldown) evasive yew wand of shielding [power 278] (16 cooldown)2.0 Encumbrance T3 wand charm [Ego+] Arcane Create a shield absorbing up to 278 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 16 turn cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
cleansing elven-wood wand of shielding [power 350] (16 cooldown) cleansing elven-wood wand of shielding [power 350] (16 cooldown)2.0 Encumbrance T4 wand charm [Ego] Arcane Create a shield absorbing up to 350 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 16 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
By Barskar Short the Dwarf Berserker level 36
39th Stralite 123rd year of Ascendancy at 17:06 see stats
By Barskar Short the Dwarf Berserker level 35
37th Stralite 123rd year of Ascendancy at 20:10 see stats
By Barskar Short the Dwarf Berserker level 38
3rd Voratun 123rd year of Ascendancy at 14:12 see stats
By Barskar Short the Dwarf Berserker level 31
6th Stralite 123rd year of Ascendancy at 12:52 see stats
By Barskar Short the Dwarf Berserker level 17
42nd Dearth 122nd year of Ascendancy at 07:46 see stats
By Barskar Short the Dwarf Berserker level 37
45th Stralite 123rd year of Ascendancy at 00:35 see stats
By Barskar Short the Dwarf Berserker level 23
35th Steel 123rd year of Ascendancy at 17:33 see stats
By Barskar Short the Dwarf Berserker level 30
23rd Gold 123rd year of Ascendancy at 20:58 see stats
By Barskar Short the Dwarf Berserker level 23
21st Steel 123rd year of Ascendancy at 00:39 see stats
By Barskar Short the Dwarf Berserker level 10
34th Profit 122nd year of Ascendancy at 11:01 see stats
By Barskar Short the Dwarf Berserker level 20
14th Iron 123rd year of Ascendancy at 15:52 see stats
By Barskar Short the Dwarf Berserker level 30
23rd Gold 123rd year of Ascendancy at 07:45 see stats
By Barskar Short the Dwarf Berserker level 18
25th Shortage 122nd year of Ascendancy at 17:40 see stats
By Barskar Short the Dwarf Berserker level 27
14th Gold 123rd year of Ascendancy at 12:23 see stats
By Barskar Short the Dwarf Berserker level 15
12nd Dearth 122nd year of Ascendancy at 23:30 see stats
By Barskar Short the Dwarf Berserker level 38
45th Stralite 123rd year of Ascendancy at 02:44 see stats
By Barskar Short the Dwarf Berserker level 5
19th Voratun 122nd year of Ascendancy at 05:47 see stats
By Barskar Short the Dwarf Berserker level 8
13rd Profit 122nd year of Ascendancy at 21:11 see stats
By Barskar Short the Dwarf Berserker level 28
15th Gold 123rd year of Ascendancy at 02:09 see stats
By Barskar Short the Dwarf Berserker level 8
3rd Profit 122nd year of Ascendancy at 14:00 see stats
By Barskar Short the Dwarf Berserker level 32
15th Stralite 123rd year of Ascendancy at 04:54 see stats
By Barskar Short the Dwarf Berserker level 22
12nd Steel 123rd year of Ascendancy at 03:52 see stats
By Barskar Short the Dwarf Berserker level 34
37th Stralite 123rd year of Ascendancy at 00:01 see stats
Log
You gain 9.75 gold from the transmogrification of stormbringer's dwarven-steel mace of evisceration (134% power, 4 apr).
You gain 25.00 gold from the transmogrification of Deladulen the voratun longsword (164% power, 6 apr).
You gain 6.70 gold from the transmogrification of truestriking dwarven-steel longsword of rage (126% power, 4 apr).
You gain 3.25 gold from the transmogrification of inquisitor's stralite greatmaul (164% power, 3 apr).
You gain 5.93 gold from the transmogrification of truestriking stralite battleaxe of torment (153% power, 3 apr).
You gain 5.89 gold from the transmogrification of plaguebringer's stralite battleaxe (154% power, 3 apr).
You gain 13.98 gold from the transmogrification of bloodlich's elven-wood starstaff of might (129% power, 5 apr, darkness element).
You gain 3.75 gold from the transmogrification of rogue's stralite ring of power.
You gain 1.85 gold from the transmogrification of ethereal rune (power 17; resist 28%; move 42%; dur 5; cd 20).
You gain 1.87 gold from the transmogrification of biting gale rune (damage 175; dur 4; cd 21).
You gain 1.00 gold from the transmogrification of wild infusion (res 22%; physical; dur 3; cd 11).
You gain 1.37 gold from the transmogrification of regeneration infusion (heal 291; 17 cd).
There is a Unremarkable cave here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 2nd Voratun of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:35.
Today is the 3rd Voratun of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:03.
There is a Gates of Morning (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Personal New Achievement: Brave new world!
Quest 'Strange new world' is done! (Press 'j' to see the quest log)