Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Prowler Class 1.5.10Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. Shaman 1.6.7DescriptionThis addon adds the Shaman as a playable class. Shamans are masters of elemental magic attacks, mindpower based summons, or good old fashioned melee weapons. Shamans use both their weapon sets and are encouraged to switch during the battle to adapt to every situation. They start with the Shaman's Path talent, a passive that gives them bonus adapted to their weapon sets of choice. 6 unique class trees (3 locked) : 2 unique generic trees : With the exception of 4 talents, Shaman talents can appear on NPC. DisclaimerThis is my first addon and first coding project, I can promise I tested this addon as best I could, but that does not mean it is without bugs. Please report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread I will make. CreditsNefigah for loving the Shaman idea and helping me more than a little with the coding. Chewbacca for testing Shaman maybe more than me. Micbran for correcting my bad english. Rexorcorum for the pretty awesome spirits and totems tiles. Orange because his name is lucky :frog: :robot:. http://game-icons.net/ for all the icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.8 : - updated bark armor and yeti totem description to fit new crit shrug behavior (main game 1.6 changes) 1.0.7 : - nerfed snake/boar fetishes damage (turns out reapplying DoT so much gives way too big numbers) 1.0.6 : - nerfed bark armor shield at low TL/STR 1.0.5 : - Added an option for legacy spirit tiles due to popular request. Found under Game Options --> Shaman, enabling will display old spirit tiles (need to resummon the spirits) 1.0.4 : - Fixed fetish targeting not working if you aimed beyond their range 1.0.3 : - Elemental Spirits description fixed (was incorrectly stating it used raw levels) 1.0.2 : - Last tiles added, say hello to the new spirits ! 1.0.1 : tiles added for Wyrm totem and Bones totem. Shaman path correctly given to everyone at birth. Updated shaman path description to reflect the scaling. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Chaotic Race-Teraunces fork 1.2.3A very silly human race that learns random talents. Also includes an option to give any character random talents. Improved by Teraunce to ensure antimagic doesn't learn magic and vice versa. Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Breath Variety 1.3.0Wyrmic breaths scale with best of strength, willpower, magic. Embers With All Races 1.7.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Thorn Bikini 1.7.0A companion piece to Cathbald's Bristlebarb class addon (required). When you have the Body of the Thorn talent and are not wearing body armor, your character will be depicted in-game as wearing a thorn bikini or mankini. Frequently Asked Questions: Effective Talent Scaling 1.7.4Changes some talents that use raw levels for no apparent reason to use effective levels instead. Affected talents include: Stoneblade Evolution for Arcane Blade 1.7.4Adds a new class evolution for Arcane Blade, the Stoneblade. Wielded two-handed weapons will use the increased procs damage accuracy bonus To unlock the evolution, defeat Harkor'Zun as an Arcane Blade. Learning the Prodigy requires that you know Body of Stone and have at least 25 Magic and Strength. Gloom Blade undead race 1.7.4Adds a new undead race: Weight: 134953 CreditsWip- And all the other wonderful people on the Tome4 Discord! As in vanilla, all talent icons are from http://game-icons.net/ and licensed under CC-BY 3.0. Class icons are from https://opengameart.org/content/painterly-spell-icons-part-4 and https://opengameart.org/content/11-planet-sci-fi-set . Sounds: Changelog1.0.0 - Release High Guard 1.7.0Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Grove Keeper 1.7.4Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Outlander 1.7.4Adds Outlander as a playable human subrace, he has VERY UNIQUE talents. v1.0.10: now it costs 100% - 20% current xp if you want to learn a talent from an enemy. 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.
Hybrid Class Pack 1.4.6Adds a number of hybridized classes. Currently only remixes existing classes and talents. Naloren Pack 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Nekarcos's Quality of Life 08: Life Displays 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
Tempus Fugit 1.3.1Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level Points, Horrific Points 1.7.4Guarantees rewards from The Place Which Does Not Exist (PWDNE) by giving points for passing each level. Entering level 1 grants a class point, entering level 2 while knowing the first lore piece grants a generic point, entering level 3 while knowing the first and second pieces of lore grants a category point, and the first entry into the Home Which Is Not while knowing all three lore pieces grants you a prodigy point. astralInferno's Celestial Oddities 1.7.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Fine Tune Mindstars 1.7.4Alters the Attune Mindstars talent effect. This addon will alter Attune Mindstars to allow you to choose any basic damage type (physical, arcane, fire, cold, nature, blight, mind, temporal, light, darkness, acid, lightning) for your mindstars damage type. Mindstars that do not teach Attune Mindstar (i.e. fixedart mindstars) will not be affected. Additionally, Attune Mindstars will also affect any telekinetically-wielded mindstars. Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Bristlebarb 1.6.7DescriptionThis addon adds the Bristlebarb as a playable class. Bristlebarbs use no weapons but are covered in a living bramble that they can control. They use a special resource : thorns. 5 unique class trees (1 locked) : 1 Unique generic tree (locked) : Bristlebarbs can not appear on NPC. DisclaimerPlease report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread : http://forums.te4.org/viewtopic.php?f=50&p=239099 Creditshttp://game-icons.net/ for all the talent and effect icons. https://opengameart.org/content/painterly-spell-icons-part-2 for the class icon and a couple others. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.0 : 0.10.2 : 0.10.1 : 0.10.0 : 0.9.4 : 0.9.3 : 0.9.2 : 0.9.1 : Mage Knight 1.7.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Skirmisher Evolutions 1.7.4Adds the following evolutions: Mudsligner: Fateslinger: Fearslinger: Blightslinger: Crystalslinger: Battle Skirmisher: Sunslinger: Dreamslinger: Note: Age of Ascendancy specific requirements are waived in other campaigns. Dread Necromancer 1.6.7The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. Wanderer Options 1.7.4Allows wanderers to use talent trees from every classes and races, including those from addons, with options. Wanderers will also start with steamguns, steamsaws, tinker implants (with Eor DLC) and the talent shoot. Added an option to start with the talents trees steamtech/physics & steamtech/chemistry. Necromancy+ 1.7.2Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Teleport: Krhjkjkfy Unspelled 1.5.10Changes 'Teleport: Kroshkkur' to not be a spell, allowing Drem (who would not be barred for any other reason) to enter Zigur. It can still be silenced. Drake-Infused Forgiveness 1.7.0Modifies the Drake-Infused Blood talent so that canceling out of the Drake Aspect dialog does not consume accumulated kills. Class: Speedrunner 1.7.4Adds a speedrunner warrior subclass to the game. Wyrmic Compatibility 1.7.2Makes the Revamped Wyrmic a separate class from the normal wyrmic Also adds the gem slot to adventurers and races that have their own equipment slots (provided they load before Revamped Wyrmic) Deathknight Compatibility Patch 1.7.0Fixes compatibility issues between Deathknight and other addons. Fixed conflict with Frost Invoker's frost tree. (https://te4.org/games/addons/tome/frost_invoker) Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. 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:
Schrรถdinger's Lore (Mark 2) 1.7.0Arranges for various sequential lore to be learned in sequence, independent of the order of lore object discovery. Frequently Asked Questions:
Nur Kit 1.7.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Draconians 1.7.2Adds Draconians as playable race. This version of the addon is tweaked to allow Defiler classes. Attempting to fix for 1.7 by removing the dracolich function, as I'm not well enough versed in coding to make it compatible. Frost Invoker 1.7.0Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Class: Spellweaver 1.7.6Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Class: Hunted 1.7.4A stealthy Cursed class that uses unarmed attacks. Inspired by HousePet's Werebeast from the Verdant Class Pack. First and foremost, thank you to everyone in the Tales of Maj'Eyal Discord for all the coding help! --- Class Talents --- Cursed / Prowl (WIL) Cursed / Gore (WIL, Locked) Cursed / Endless hunt --- Generic Talents --- Technique / Combat training Bikini Colors 1.7.0Modifies the Customize section of the character creation dialog to provide several color options under the "Special | Bikini / Mankini" section. Frequently Asked Questions: Class+Race Pack 1.7.4Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Faerie Race Temp Fix 1.5.2Adds in a playable Faerie Race. Godfeaster on the Map 1.7.0Places the Godfeaster on the map instead of as a random encounter, and warns you about not being able to rod out. Essentially a copy-paste of Melinda on the Map. 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:
Celestial Evolution and Buff Pack 1.7.4Evolutions for Celestials, as well as buffs for their talents. Anorithil: Adds Blessed by the Light Evolution
- Gain access to Energies, Radiance, and Sun talent groups
- Celestial/Light, Suncloak talents become instant (Even though they do not display that way.)
Avatar of a Distant Sun: (base game Sun Paladin Evolution) - Adds innate Light and Physical penetration.
- Celestial/Light, Suncloak talents are instant. (Even though they do not display that way.)
Sun Paladin: Righteous Strength now gives +1 size category at level 5. Fallen: - Your attacks bypass bleed resists.
- Brutalize now hits around the user, and inflicts stun and confusion.
- Increase damage of Darkside and Dark Sun talents.
- Devourer Stance is now instant.
- Splatter Sigils also restores hate.
THANK YOU: This is a fork of Aeternis' original mod! Race: Tinkerer 1.7.5Adds Tinkerer as a new Human subrace. Tinkerers are identical to Cornacs, except they begin with Steamtech/Physics and Steamtech/Chemistry instead of an additional category point. I made this race because I wanted a consistent way to obtain tinkers with any non-tinker class, without relying on the tinker escort. The Tinkerer is intended to be a balanced and viable alternative to the Cornac race within the official "Maj'Eyal: The Age of Ascendancy" campaign. When used with a tinker class, this race only grants an additional starting talent point to both Physics/Smith and to Chemistry/Therapeutics. Feel free to extend/modify this addon as you wish! My further ideas for this race or a similar one would be to add the Engineering and Blacksmith categories as racial talent trees, but adjust their mastery and unlock status based on whether the character is a tinker class or not. ---Changelog--- Deluxe Wanderers Combo Mod 1.7.4New classes: the Wanderer, Magician, and Mentalist that get to choose their talents from a random list. The Wanderer variant covers all trees, the Magician most magical trees, and the Mentalist most mindpower trees. They also gain resource generating talents when they get a talent tree that requires them. Big thanks to starsapphire, FL0RENT_, and hauzer, whose work is all integrated here. Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 Melinda on the Map - Bamboo Edition 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. This fork marks the sect as encountered so it works with improved recall. Werekracken's Beholder Fork 1.7.2This addon is a fork of the Beholder (Eye Fix) (https://te4.org/games/addons/tome/beholder-efix), which was a fork of Beholder (Continuation) (https://te4.org/games/addons/tome/beholder-cont), which was a fork of Beholder race/classes (https://te4.org/games/addons/tome/beholder-raceclasses). It's been over a year since Beholder (Eye Fix) was updated last and it's been broken for a while, so here is the third fork. Adds Beholders as a playable race and the Mage Eye as a Beholder only class. Nekarcos's Quality of Life 07: Visible Size Categories addon is recommended in conjunction with beholders because it's fun to see their size change as they grow. https://github.com/Werekracken/tome-wkbeholder --- Beholders resemble floating orbs of flesh with large mouths, a single central eye, and lots of smaller eyestalks on top with deadly magical powers. Instead of gaining category points as they level, they must absorb energy from arcane items to grow. They cannot wear most equipment, but have lots of tentacles and eyes. -2 Strength, +2 Dexterity, +0 Constitution, +3 Magic, +4 Willpower, +2 Cunning + 10% Lightning, Fire, and Cold resist -20% movement speed Race trees - race/beholder: Basic abilities common to all Beholders. --- Mage eyes focus on harnessing the powers of their eyestalks. + 6 Magic, +3 Willpower Generic trees - spell/aegis Class trees - spell/phantasm (locked) --- Light From Below 1.7.4Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Incantor of Flame 1.7.4Adds the Incantor of Flame, a mage subclass. The Incantor of Flame is a Fire-focused caster and melee shield fighter. Their primary stats are Magic and Strength. Generic: Class: Combat Techniques -Locked- Talent icons from https://game-icons.net More Taints Fixed - Bamboo Edition 1.7.4Fixes an error caused by this mod when trying to curse items. Line 342 of AlterTalents.lua changed to "self:incIncStat(self.STAT_WIL, -2)" Does not require the Original More Taints, but will remove if asked. Original by HousePet, forked by grayaegis to fix curse errors, forked again by mannendake due to taints not actually generating and making descriptions/races more compatible. Wanderer pick 1 in 3 talent choice (fork) 1.7.4Make wanderer now choose one in three random talent trees instead. This is a modified version of Starsapphire's "Wanderer 3 in 1"( https://te4.org/games/addons/tome/wanderer_3in1 ) with a few tweaks. Only the first choice is seeded, the other two are random. (no longer the case since v1.0.3) -1.0.1 : -1.0.2 : -1.0.3 : Simplified Prodigy Requirements 1.7.4The requirements fo some prodigies are simplified so you don't have to grind for them. Also removed some requirements which if you don't meet, you won't benefit from that prodigy at all. Any requirements that may involve risks are not touched. It also removes the displayment of some requirements related to plots if they're not needed in your current compaign. Prodigies touched are: This addon no longer uses overload and is now compatible with Zomnibus. Doctornull's Class Pack Creep Fix 1.7.4A fix for the creep skill not working in the current version 1.7.4 original description: NOTE: use this one instead, not both Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here: This revision is mostly about removing incompatible bits which changed between 1.4 and 1.5, so the classes are rather bare at the moment. I'm registering it so I can play online. I'll post when the additional content is ready. Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Monsters tiles set 1.5.10Description Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: ะ ะฃะก ::::::::::::::::::::::::::::::::::: ะะฟะธัะฐะฝะธะต ะญัะพั ะฐะดะดะพะฝ ะฟะพะทะฒะพะปะธั ะฒะฐะผ ะธะณัะฐัั ะทะฐ ะกััะตััะฒะพ. ะะพะฑะฐะฒะปัะตั ะดะพะฟะพะปะฝะธัะตะปัะฝัะน ัะตั ัะฐะนะปะพะฒ, ัะพััะพััะธะน ะธะท ัะปะธะทะฝะตะน, ัะผะตะปะตะน, ะฒะฐัะณะพะฒ, ะบะพัะฐััะธั ะธ ะฟัะธะทัะฐะบะพะฒ ะฒ ะผะตะฝั 'Custom tiles' ะะต ะผะตะฝัะตั ะฒะตัะบะธ ัะบะธะปะปะพะฒ ะธะปะธ ั ะฐัะฐะบัะตัะธััะธะบะธ! ะฃััะฐะฝะพะฒะบะฐ: ะฃะดะฐะปะตะฝะธะต: ะธะปะธ ะฒ ะธะณัะต: Recaiden's Undead Racepack FUN 1.7.0Minor fix for the racial evolution of Dread. IndieRoyale Bonus 1.2.2 Odyssey of The Summoner (for ToME 1.7.4+) 1.7.4Howdy, this is Kamani. The current page for OotS content is: https://forums.te4.org/viewtopic.php?p=247326#p247326 I mostly tested OotS with EoR, Cults, and Ashes enabled, but it should work fine without them. Disclaimer: This is NOT a full release. There WILL be errors and unpredictable behavior. I am patching things out actively, so play with discretion and send as much feedback as possible to the forum thread to accelerate the completion process! Expanded Details: Juggernaut Evolution for Bulwark 1.6.7Adds a new class evolution for Bulwark, the Juggernaut. As a Juggernaut, the Bulwark gains the ability to equip shields in the off hand and main hand simultaneously and Weapons Mastery will apply to shields. While equipped with two shields: - You may use Rush while sustaining Last Stand. White Monk 1.7.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Timeshaper Class 1.7.4Timeshapers are a variant of Paradox Mage that start off weaker on offence, but stronger on defence. Multi Evolutions Fork 1.7.4Allows Adventurer to take any class evolution prodigy and adds an option that allows any class to take multiple evolutions. Do not use with another version of the same addon, they are not compatible with eachother. Inferno Race Pack 1.7.0Adds a collection of my races. 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Utility Supplies 1.7.0Adds useful items to the game. Currently supported:
[NOTE: Due to a game bug involving the transmogrification chest and activatable objects, we recommend that users of this addon also use the Activatable Object Cleanup addon.] Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Movarc'h's Improved Escorts - Bamboo Edition 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. This is a fork of Movarc'h's Impoved Escorts by mannendake. Credit to Disnag for necromancer escort and Movarc'h for the base addon. Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Visibly Distinct Shadow Crypt 1.7.0Changes the appearance of the entrance to the Shadow Crypt in the far east to be different from the entrances to the Orc Prides, to avoid entering the wrong zone by mistake. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns.
NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.6Donators/Buyers bonus! Nekarcos's Quality of Life 04: Healing Reduction (v2) 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Vor'tep 1.6.7Adds the Vor'tep as a new Giant sub-race, a breed of altered trolls. Get it right here or on the Steam Workshop. Vor'tep have a life rating of 13 and an experience penalty of 15% and start with +3STR, +3WIL, +3CON,+3MAG, -2DEX, and -2CUN. Vor'tep posses the strength and will to wield any one-handed weapon in their offhand innately. Vor'tep have the following racial talents: Trollkin Fortitude Trollblood Blood Rush Internal Inscription Talent icons from game-icons.net. Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Spell Merchants 1.7.6T.O.M.E 1.7.6 This mod adds 14 Merchants who will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items! Conquer 3 Custom Dungeons and defeat 8 Unique Bosses! Build your Ultimate Character!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
New Dungeons:
3 Custom dungeons have been added to the world map [Blood Soaked Ruins, Infested Ruins & Road to Derth].
New Bosses:There are 8 unique bosses that will spawn in the new dungeons (With custom sprites). Battle against vampires, werewolves and wererats in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.For pre-existing saves you can enable developer mode (in the main menu, under options) When in game, press "ctrl+a" then press "r" to reload the zone and the new content will load in. (Enabling developer mode will disable achievements)
2. Dialog to purchase spells wont appear unless you have the required amount of gold.You can [reveal] the talent tree for free, talents will be [revealed] in the level up menu ('p'). You will need the required amount of gold to be your inventory for the dialog option to [unlock] the talent tree to appear. The cost will be listed for each talent.
3. DLC is NOT required to play this addonTalents that require dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mod that changes the world map (eyal.lua) Incompatible with \"Extra Dungeons\", \"Godmode Merchant\" & \"Infinite Dungeons Merchants\"
This mod is where it's at, thanks to this amazing community giving feedback and bug reports! This was a hobby project I started to add things that I wanted in the game, and it grew due to community feedback! I want to give a Heartfelt Thank You to all who contributed with ideas, requests and bug reports. This mod wouldn't be where its at without you! If you enjoy this mod please consider giving it a like. <3 Faetouched Collection 1.7.0In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic. New paths opened by the Fae currently include: Charmed (class): Ordinary creatures drawn haplessly into the faeries' mischief. Adapt to their capricious will and unleash havoc upon the battlefield in a chaotic flash of mist-woven steel! Wood Sprite (race): Eyal-born faeries of wood and wind, mischievous and mobile. Unburdened by heavy armour, fly circles around your witless adversaries before sending them peacefully to their graves in a gentle Midsummer Dream! Moonchild (class): Unfortunate souls infused with the faeries' magic from birth, bent by its will as they bend it to theirs. Shattered between Spring's slothful light and Autumn's merciless chill, find peace within your broken halves to dominate any who oppose you with peerlessly destructive and illusive magic! Fetch (race): Wretched imitations of mortals created by and for the faeries' fancy, forever yearning to be whole. Shatter your body and soul to shift your identity and avoid danger, and mimic the talents of others to make yourself at last complete! Additionally includes a new starting scenario with original art, music, and dialogue, 7 new artifacts, 6 new enemy mobs, and an unlockable Fae-Drake category for Wyrmic. The realm of the Fae is ever-changing, and new paths may yet open in the future! Look not with your eyes, adventurer. The beauty you see hides terror beyond reckoning. Stalker Evolution for Rogue 1.6.7Adds Stalker as a new class evolution prodigy for Rogue. While wearing no heavy armor (including helms, boots and gloves) and wielding no weapons: nsrr's Exotic Weapons 1.4.8Adds more Whips and Tridents to the game. Formerly, this was part of my Naloren Race add-on. Tridents are unchanged, aside from rarity. Credits: I borrowed the whip graphic from grayswandir's Weapon Pack add-on, and bits of code for adding exotics to shops and the rand art merchant from HousePet's Midnight add-on. Wilder Balance 1.7.4Balances a bit the Wyrmic and Stone Warden classes. Wyrmic: Wyrmic is now a hybrid mindstar user and mindcaster class, Wyrmic do not need now physical power as apply power, just mindpower. This addon does not interact with DLC contents. - starts with Cunning - Survival unlocked - Wing Buffet now deals devouring fire damage, applies Wet, cooldown is lower - Ice Claw cooldown is lower - Swallow deals physical damage, apply power is mindpower - Lightning Speed cooldown is lower, removed the colour & blur - Corrosive Mist is now a shielding talent - Prismatic Slash is passive, inceasing the radius of Claw talents Stone Warden: - Deeprock is instant, lower cooldown - Eldritch Fury is a low cooldown spell projectile that deals damage according to Block value - Stone & Crystal Halves now cannot take life damage from the player (killing your own summons were bad...) - Shards sustain gives physical resistance (to have synergie with Mountainhewn) - Rockwalk and Rockswallow are now teleports (you can have Out of Phase now), the heal and the damage can mind crit Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Steel Monk Evolution for Brawler (Cider Fork) 1.7.0(This is a fork that adds projectile deflection to Greatest Weapon Focus and shortens cooldown a bit. Credit for the original addon of course goes to RootOfAllThings. Link to original addon: https://te4.org/games/addons/tome/steel-monk ) Adds a new class evolution for Brawler, the Steel Monk. As a Steel Monk, the Brawler can wield a weapon in their hands while still making unarmed attacks. While wielding a weapon, they can gain Greatest Weapon Focus, causing them to follow up their unarmed attacks with weapon attacks and parrying the attacks of their enemies. Taking this prodigy will refund any points in Weapon Mastery, then grant you Weapon Mastery based on your Unarmed Mastery. Temporal Warden Tweaks 1.5.0Assorted quality-of-life tweaks for Temporal Wardens. If you know at least one talent in the Chronomancy/Blade Threading or Chronomancy/Bow Threading trees, then:
Rage Mage class 1.7.0Adds the Rage Mage class. The Rage Mage is an arcane/temporal caster that, when injured, gets too mad to cast and starts punching things. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Turtle |
| Class | Bristlebarb |
| Level / Exp | 37 / 50% |
| Size | big |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 193895634 (base 27) |
| Dexterity | 193895580 (base 41) |
| Constitution | 182 (base 52) |
| Magic | 193895568 (base 49) |
| Willpower | 79 (base 60) |
| Cunning | 193895590 (base 56) |
Resources
| Essence | 100/100 |
| Thorn | 123/295 |
| Life | 2720/2720 |
| Paradox | 300 |
| Soul | 10/10 |
| Steam | 0/100 |
| Hate | 99/100 |
| Hands | 100/100 |
| Vim | 244/244 |
| Psi | 159/159 |
| Mana | 596/596 |
| Stamina | 360/360 |
| Equilibrium | 38 |
| Healing Factor | 2.4367304955856 |
| Regeneration | 101.23186586638 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +146.60990698945% |
| Spell | 0% |
| Global | +78% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 7 |
| See Stealth | 3526.5893398232 |
| See Invisible | 3538.5893398232 |
Offense: Spell
| Spellpower | 88057 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 88057 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +20% |
| Lightning | +9573% |
| Acid | +10% |
| Temporal | +10% |
| Thorn | -25% |
| Fire | +8% |
| Mind | +19% |
| All | 0% |
Offense: Damage Penetration
| Light | +10% |
| Mind | +25% |
Defense: Base
| Armour (hardiness) | 184.37045822302 (80%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 0 |
| Physical Save | 52091 |
| Spell Save | 52091 |
| Mental Save | 52091 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 70%( 70%) |
| All | +108%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 70%( 70%) |
| Darkness | + 70%( 70%) |
| Physical | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 50% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 204 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Bristlebarb / Mutation | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Bristlebarb / One with the thorn | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Blink drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Chronomancy / Speed Control | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Bristlebarb / Scorn | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Thoughts of iron | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Bristlebarb / Flow of the thorn | 1.45 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Mindstar combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Hymns | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Turtle | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 0/5 |
| Bristlebarb / Roots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Molten Iron Blood |
| talent | Three-Pronged Point |
| talent | Psiblades |
| talent | Ice Floes |
| talent | Daunting Presence |
| talent | Shock Hands |
| talent | Whipping Instincts |
| talent | Spiked Shell |
| talent | Thorny Presence |
| talent | Elemental Harmony |
| talent | Kinetic Aura |
| detrimental effect | Your vines are turning to wood. You are slowed by 8% but your armor is increased by 4. Thorn movement slow |
| beneficial effect | The target is moving is 105% faster. 3 Celerity |
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 |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Turtlemire. Ancient Turtle CaveIt looks extremely dangerous, however - beware. | active |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Heart of the Gloom. Escort: lone alchemist (level 1 of Heart of the Gloom)As a reward you gained talent category Steamtech / Blacksmith (at mastery 1.30). | done |
You successfully escorted the lost spellblade to the recall portal on level 2 of Heart of the Gloom. Escort: lost spellblade (level 2 of Heart of the Gloom)As a reward you gained talent category Steamtech / Thoughts of iron (at mastery 0.80). | done |
You successfully escorted the lost spellblade to the recall portal on level 2 of Norgos Lair. Escort: lost spellblade (level 2 of Norgos Lair)As a reward you improved Dexterity by +8. | done |
You successfully escorted the lost spellblade to the recall portal on level 3 of Dreadfell. Escort: lost spellblade (level 3 of Dreadfell)As a reward you gained talent category Spell / Enhancement (at mastery 0.80). | done |
You successfully escorted the lost spellblade to the recall portal on level 3 of Norgos Lair. Escort: lost spellblade (level 3 of Norgos Lair)As a reward you improved Dexterity by +8. | done |
You successfully escorted the lost wyrmic to the recall portal on level 1 of Old Forest. Escort: lost wyrmic (level 1 of Old Forest)As a reward you gained talent category Wild-gift / Storm drake aspect (at mastery 0.80). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved talent Stoneshield (+3 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved talent Stoneshield (+2 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. * You have saved the Tree of Ages from its attacker. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Something is afflicting the sea life in the Abyssal Caves, the only source of reagents needed for the rituals which allow the Naloren people to continue living under the sea. Rumbles from the AbyssIf the disturbance cannot be eliminated, the Naloren may be forced to the surface and laid at the mercy of the land-dwellers. Head to the northern wall of New Shellsea and then east to the caves to investigate. * You have eliminated the threat in the caves, saving the Naloren. * The owner of the Seaforge may now be able to offer you some special services. | 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 unlocked the training room. * 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: 367. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Agrimley the hermit in creating an elixir of serendipity. Ungrol of Last Hope needs your help making an elixir of brawn, which can be used to permanently increase your strength and constitution by three. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed snow giant kidney. * You've found the needed bloated horror heart. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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 |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Tool | Arotha (dig speed 14 turns)3.0 T3 digger tool [Rare] Psionic While equipped: Stats +3 Cun +3 Str dps ---------- Dmg.mod +10% mind +8% fire ----- def ----- Armour +8 Resists +5% arcane +6% blight Mind.save +7 (+0 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Smolderslice the voratun ring0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +9 Str +6 Dex dps ---------- Dmg.mod +6% mind Res.pen +25% mind Melee Ret 18 light 16 fire ----- def ----- Armour +18 Resists +9% fire Max.HP +86.00 HP.reg +20.00 Heal.mod +17% Rings make your fingers look great! |
| On fingers | Ring of Ages0.1 T1 ring jewelry [Unique] Nature While equipped: dps ---------- Dmg.mod +10% acid +10% temporal +10% nature ----- def ----- Resists +10% acid +10% temporal +10% nature Reduce the duration of all your status effects by 4. Uses 19 power out of 30/30 Ages come and go, life grows and decays, Entropy always wins, but Nature will endure until the end. |
| Around neck | Cloudwrack0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +3 Cun +1 Dex dps ---------- Melee Ret 4 lightning ----- def ----- Resists +9% lightning ---------- misc See.Invis +12 Masteries +0.15 Bristlebarb/Flow of the thorn Amulets make your neck look great! |
| Quiver | pouch of steel shots 'Dazzlemark' (20/20, 118% power, 2 apr)3.0 T2 shot ammo [Rare] Nature Power 118% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 20 Ranged+ +11 lightning +16 light On Hit.r1 +4 light On Crit.r2 +6 lightning +8 light Shots are used with slings to pummel your foes to death. |
| Around waist | Slippery Belt Slippery Belt1.0 T1 belt armor [Unique] Nature/Unknown While equipped: Stats +8 Cun +8 Wil dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature ---------- misc Equi/turn -0.50 On Mind Hit: 15% Slime Spit 1 It took quite a bit more effort to lash the tentacles into a belt than expected. It pulses with horrific energy. |
| Light source | Astrion's Eye Astrion's Eye1.0 T2 lite [Unique] Nature/Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Melee+ 11 frost burn Ranged+ 10 frost burn Dmg.mod +3% mind Against +6% Elemental Melee Ret 4 light ----- def ----- Affinity +6% cold +5% mind +3% light Max.HP +44.00 ---------- misc Light +3 A glowing blue crystal said to have been once been part of a powerful ice elemental. |
| Cloak | Dawnblast (10 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Dex +1 Mag +4 Wil +1 Cun dps ---------- Res.pen +10% light ----- def ----- Defense +10 (+0 eff.) Phys.save +7 (+0 eff.) ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Psionic focus | sapphire0.0 T4 blue 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: Lightning Gems can be sold for money or used in arcane rituals. |
Inventory
vine lasso infusion (4 turns, 29 physical damage)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Grab a target and drag it to your side, holding it down and strangling it for 4 turns. The grab will also deal 29.00 physical damage per turn. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
vine lasso infusion of the wizard (5 turns, 96947805 physical damage)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Grab a target and drag it to your side, holding it down and strangling it for 5 turns. The grab will also deal 96947805.00 physical damage per turn. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Primal Infusion (affinity 18%; reduction 3; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the psychic (heal 203; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 203 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion of the psychic (die at -432; dur 5; cd 29)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous 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 -432 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 432 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 Willpower 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 sneak (die at -814361808; dur 6; cd 30)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -814361808 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 814361808 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion of the wizard (die at -814361651; dur 7; cd 35)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -814361651 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 814361651 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 581687170%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 581687170% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 581687191%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 581687191% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 659245111; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 659245111 life over 5 turns. 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 |
wild infusion of the titan (res 54%; mental; dur 4; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 54% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
14 infusion patches of clearing0.1 T1 infusion-patch scroll [Normal] Nature Cure yourself of detrimental effects. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
2 infusion patches of light healing0.1 T1 infusion-patch scroll [Normal] Nature Heal yourself for 100 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
4 infusion patches of lesser healing0.1 T2 infusion-patch scroll [Normal] Nature Heal yourself for 200 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
5 infusion patches of lesser speed0.1 T3 infusion-patch scroll [Normal] Nature Increase global speed by 20% for 5 turns. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
4 infusion patches of speed0.1 T4 infusion-patch scroll [Normal] Nature Increase global speed by 35% for 5 turns. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
blink rune of the psychic (range 6; phase 20; cd 17)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 15 Travel.spd instantaneous 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 20%, your defense is increased by 20 and all your resistances by 20%. 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. |
blink rune of the titan (range 12; phase 40; cd 11)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 12 Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 12 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 40%, your defense is increased by 40 and all your resistances by 40%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
magic missile rune of the warrior (232674813 arcane damage)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 15 Travel.spd 600% of base Usage Speed Spell (100% of a turn) Is a spell Description: Fires a Magic Missile that does 232674813 arcane damage and inflicts Spellshocked for 5 turns. 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. |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 969477940 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. |
Rune of the Rift (466.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 512.60 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
enchantment rune (+16 for 10 turns)0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to enchant your weapons and armour for 10 turns. This enchantment increases your accuracy and armour by 16 and adds 16 arcane damage to all your hits. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
enchantment rune (+12 for 8 turns)0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to enchant your weapons and armour for 8 turns. This enchantment increases your accuracy and armour by 12 and adds 12 arcane damage to all your hits. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the warrior (damage 469227500; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 469227500.28 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the warrior (damage 426570447; dur 4; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 426570446.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
ethereal rune of the warrior (power 31023317; resist 31023314%; move 15511693%; dur 5; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 31023314% all resistance, you move 15511693% faster, and you are invisible (power 31023317). Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the duelist (regen 1163374089% over 10 turns; mana 58168704; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1163374089% for 10 turns (418814672 total) and instantly restoring 58168704 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 193895608; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 193895608 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 581686880; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 581686880 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 581686945; dur 6; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 581686945 damage for 6 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 581686948; dur 6; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 581686948 damage for 6 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the titan (threshold 20; blocks 8; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 20 up to 8 times. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
5 scrolls of phase door0.1 T1 scroll [Normal] Arcane Teleport randomly in a range of 15, with a minimum range of 3. Magical scrolls can have wildly different effects! |
5 scrolls of teleportation0.1 T2 scroll [Normal] Arcane Teleport randomly in a range of 40, with a minimum range of 15. Magical scrolls can have wildly different effects! |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
2 Angolwen Academy Training Token0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Pendant of the Deep Pendant of the Deep0.1 T1 amulet jewelry [Unique] Arcane While equipped: Stats +8 Wil +8 Mag dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold ---------- misc Mana/turn +0.50 On Spell Hit: 15% Ice Shards 1 The coral pendant on this amulet seems to be imbued with the intense cold of the abyssal depths. |
Soulstone0.1 T1 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +10% blight +10% light +10% darkness Fear- +50% Instkill- +50% ---------- misc Max.souls +3.00 Some of its power lingers, but it is no longer animate. |
Layorawyn the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Mag +3 Con ----- def ----- Armour +16 Blind- +10% ---------- misc Infravis +4 Sight +2 See.Invis +9 Amulets make your neck look great! |
mindweaver's steel amulet of vision0.1 T2 amulet jewelry [Ego++] Nature/Psionic While equipped: Stats +1 Wil dps ---------- Mind.pwr +5 (+0 eff.) ----- def ----- Mind.save +7 (+0 eff.) Blind- +12% Confus- +10% ---------- misc Infravis +4 Sight +2 See.Invis +7 Amulets make your neck look great! |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+0 eff.) Spell.pwr +5 (+0 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 38 power out of 60/60 The evilness of undeath radiates from this amulet. |
protective gold amulet of agony0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Con dps ---------- Res.pen +7% acid +7% blight Melee Ret 10 bleed ----- def ----- Armour +4 Defense +6 (+0 eff.) Res.Cap +3% all Phys.save +15 (+0 eff.) Amulets make your neck look great! |
savior's gold amulet0.1 T3 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +15 (+0 eff.) Spell.save +18 (+0 eff.) Mind.save +13 (+0 eff.) Amulets make your neck look great! |
serendipitous gold amulet of vision0.1 T3 amulet jewelry [Ego++] Nature While equipped: Stats +10 Lck dps ---------- Acc +7 (+0 eff.) ----- def ----- Defense +7 (+0 eff.) Unseen.red 12% Blind- +13% ---------- misc Infravis +4 Sight +2 See.Invis +10 Amulets make your neck look great! |
Spellblaze Echoes0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +8 (+0 eff.) S.pwr/crit +15 ----- def ----- Armour +6 Defense +6 (+0 eff.) Unleash a destructive wail, destroying terrain and dealing 581686954.00 physical damage (based on Magic) in a radius of 3. Uses 38 power out of 60/60 This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
starlit stralite amulet of manastreaming0.1 T4 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +3 Mag dps ---------- S.pwr/crit +4 ----- def ----- Resists +10% light +18% darkness Blind- +29% ---------- misc Mana/turn +0.25 Max.mana +39.00 Amulets make your neck look great! |
vitalizing voratun amulet of strength (+4)0.1 T5 amulet jewelry [Ego+] Nature While equipped: Stats +4 Str +4 Con ----- def ----- Phys.save +7 (+0 eff.) Max.HP +36.00 HP.reg +8.00 Amulets make your neck look great! |
voratun amulet of agony0.1 T5 amulet jewelry [Ego+] Arcane While equipped: Stats +3 Con dps ---------- Res.pen +7% acid +7% blight Melee Ret 10 bleed Amulets make your neck look great! |
marksman's copper ring of anchoring0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +6 (+0 eff.) ----- def ----- Resists +5% temporal Phys.save +3 (+0 eff.) Teleport- +24% Rings make your fingers look great! |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +20 Rings make your fingers look great! |
wizard's copper ring of blight (+10%)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +10% blight ----- def ----- Resists +10% blight Spell.save +6 (+0 eff.) Rings make your fingers look great! |
Baleful Band Baleful Band0.1 T2 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Wil +4 Mag dps ---------- Spell.pwr +6 (+0 eff.) ----- def ----- Resists +17% darkness Mind.save +4 (+0 eff.) ---------- misc Hate/ret +1.50 Max.hate +6.00 Hateful Whisper: Level 3.5 Pwr.cost 16 out of 30/30. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 439076 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.8 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 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. This ring of blackened stone shimmers with a malicious violet light. |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+0 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
marksman's steel ring of arcana (+0.12/turn)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+0 eff.) ----- def ----- Silence- +24% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
sinister steel ring of power0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Cun +2 Dex dps ---------- Phys.pwr +6 (+0 eff.) Spell.pwr +7 (+0 eff.) Mind.pwr +5 (+0 eff.) Melee+ 10 poison Ranged+ 12 poison Rings make your fingers look great! |
sneakthief's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +5 (+0 eff.) Rings make your fingers look great! |
warrior's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +20.00 Disarm- +20% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +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. |
Xelewen0.1 T3 ring jewelry [Rare] While equipped: Stats +2 Cun dps ---------- Crit.mult +20.00% Melee+ 11 frostdusk Melee Ret 2 mind On Hit (Ranged): * 10% chance to reduce armor by 1518% ----- def ----- Mind.save +11 (+0 eff.) ---------- misc Hate/m.crit +4.00 Rings make your fingers look great! |
conjurer's gold ring of darkness (+24%)0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +7 (+0 eff.) Dmg.mod +12% darkness ----- def ----- Resists +24% darkness Rings make your fingers look great! |
marksman's gold ring of sensing0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+0 eff.) ----- def ----- Blind- +29% ---------- misc Infravis +5 See.Stealth +13 See.Invis +14 Rings make your fingers look great! |
rogue's gold ring of life0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Cun ----- def ----- Defense +10 (+0 eff.) Max.HP +54.00 HP.reg +7.00 Heal.mod +13% Rings make your fingers look great! |
scoundrel's gold ring of opulence0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +4 Str +8 Cun +5 Lck dps ---------- Phys.pwr +7 (+0 eff.) All That Glitters: (Instant) Level 2.5 Pwr.cost 19 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Call upon the power of your wealth to empower your magic, gaining 15.53 spellpower for 10 turns. You gain 1 spell power for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
titan's gold ring0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +5 Con ----- def ----- Phys.save +10 (+0 eff.) Rings make your fingers look great! |
warrior's gold ring0.1 T3 ring jewelry [Ego] Master While equipped: Stats +5 Str ----- def ----- Armour +10 Rings make your fingers look great! |
warrior's gold ring of life0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Str ----- def ----- Armour +8 Max.HP +47.00 HP.reg +9.00 Heal.mod +12% Rings make your fingers look great! |
Morningjam0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +7 Wil dps ---------- Spell.pwr +20 (+0 eff.) Dmg.mod +6% arcane +15% light Res.pen +25% arcane Melee Ret 8 arcane ----- def ----- Mind.save +14 (+0 eff.) ---------- misc Mana/turn +0.16 Rings make your fingers look great! |
Unlightbane0.1 T4 ring jewelry [Rare] Master While equipped: Stats +7 Str dps ---------- Dmg.mod +18% temporal Res.pen +10% darkness +25% temporal On Hit (Melee): * 20% chance to reduce damage dealt by 1465% ----- def ----- Armour +14 Resists +6% lightning +12% temporal Rings make your fingers look great! |
astral stralite ring of opulence0.1 T4 ring jewelry [Ego++] Master While equipped: Stats +5 Wil +5 Cun +5 Lck dps ---------- Melee Ret 14 nature 9 mind Mind On My Money: (Instant) Level 2.5 Pwr.cost 19 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Contemplate your wealth and draw power from it, gaining 15.53 mindpower for 10 turns. You gain 1 mindpower for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
mule's stralite ring of arcana (+0.26/turn)0.1 T4 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -5% Silence- +23% ---------- misc Max.enc +20 Mana/turn +0.26 Rings make your fingers look great! |
obscure stralite ring of tenacity0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- On Hit (Melee): * 12% chance to cause random gloom On Hit (Ranged): * 8 arcane resource burn ----- def ----- Mind.save +8 (+0 eff.) Max.HP +25.00 Disarm- +26% Pinning- +29% Knockbk- +30% Rings make your fingers look great! |
psionicist's stralite ring of lightning (+26%)0.1 T4 ring jewelry [Ego] Nature/Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +13% lightning ----- def ----- Resists +26% lightning Mind.save +10 (+0 eff.) Rings make your fingers look great! |
stralite ring of opulence0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +4 Lck +4 Cun All That Glitters: (Instant) Level 2.5 Pwr.cost 19 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Call upon the power of your wealth to empower your magic, gaining 15.53 spellpower for 10 turns. You gain 1 spell power for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
Apprentice Staff (100% power, 0 apr, arcane element)5.0 T1 staff 2H weapon [Unique] Arcane Power 100% Range: 1.2x Uses 150% Mag, 40% Wil Dmg Arcane Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.pwr +5 (+0 eff.) Dmg.mod +10% lightning +10% fire +10% arcane +10% cold ----- def ----- Resists +10% lightning +10% fire +10% arcane +10% cold ---------- misc Talents +1 Command Staff Masteries +0.20 Spell/Ordered hedgemagic +0.20 Spell/Force A staff that has been carefully constructed for novices of the Art. |
Penitence (111% power, 4 apr, nature element)5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 111% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Nature Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+0 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+0 eff.) ---------- misc Talents +1 Command Staff Cure up to 28 diseases or poisons (based on Magic). Uses 7 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Ulfivor the ash starstaff (111% power, 3 apr, light element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 111% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Spell.crit +9% Mind.crit +3% Spell.pwr +16 (+0 eff.) Dmg.mod +15% light +12% mind ----- def ----- Armour +4 Hardiness +3% Phys.save +4 (+0 eff.) ---------- misc Mana/turn +0.21 Max.psi +10.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 19 cooldown Staves designed for wielders of magic, by the greats of the art. |
Freezevortex the yew vilestaff (132% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 132% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +17% Spell.pwr +26 (+0 eff.) Dmg.mod +6% blight +15% cold +27% darkness Melee Ret 2 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 1465 ---------- misc Vim/s.crit +6.00 Max.vim +46.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Viper's Retort (127% power, 8 apr, nature element) Viper's Retort (127% power, 8 apr, nature element)5.0 T3 staff 2H weapon [Unique] Arcane/Nature Power 127% Range: 1.2x Uses 40% Wil, 115% Mag, 65% Cun Dmg Nature Acc+ +2.0% proc dam (max 200%) Apr +8 Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Spell.crit +25% Spell.pwr +10 (+0 eff.) Dmg.mod +20% acid +20% nature ---------- misc Cooldown Healing Light -1 Poison Storm -2 Venomous Strike -2 Arcane Reconstruction -2 The top of this ebony staff is carved in the shape of a viper's head. Venom drips from its fangs, and its black eyes gleam with serpentine cunning. |
yew starstaff 'Emibeth' (142% power, 4 apr, light element)5.0 T3 staff 2H weapon [Random Unique] Arcane/Nature/Master Power 142% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +10 physical While equipped: dps ---------- Phys.crit +7.0% Spell.crit +3% Spell.pwr +12 (+0 eff.) Dmg.mod +34% light +12% arcane Acc +7 (+0 eff.) ----- def ----- Defense +5 (+0 eff.) Resists +6% acid +3% temporal +3% blight Mind.save +6 (+0 eff.) HP.reg +4.00 ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 2.5 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 169123.65 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. |
Prismwrack the elven-wood starstaff (140% power, 5 apr, physical element)5.0 T4 staff 2H weapon [Random Unique] Nature/Master Power 141% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +9 physical While equipped: Stats +4 Con dps ---------- Phys.crit +9.0% Spell.crit +4% Spell.pwr +16 (+0 eff.) Dmg.mod +21% light +25% physical Acc +9 (+0 eff.) ----- def ----- Defense +6 (+0 eff.) HP.reg +1.20 Heal.mod +10% ---------- misc Max.P.En +5.00 Max.N.En +5.00 Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 2.5 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 169123.65 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. |
Staff of Domination (150% power, 12 apr, mind element)5.0 T4 staff 2H weapon [Unique] Psionic Power 150% Range: 1.2x Uses 110% Mag, 100% Wil Dmg Mind Acc+ +2.0% proc dam (max 200%) Apr +12 Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Spell.crit +10% Mind.crit +10% Spell.pwr +30 (+0 eff.) Mind.pwr +30 (+0 eff.) Dmg.mod +30% mind ---------- misc Mana/s.crit +10.00 Psi/m.crit +5.00 Masteries +0.20 Cursed/Punishments +0.20 Psionic/Focus +0.20 Spell/Illusion +0.20 Psionic/Psychic Assault This staff seems to hold your attention, making it difficult to look away. Once you grasp the staff, the hold vanishes and everything else seems to wait on your command. |
blighted elven-wood magestaff of channeling (129% power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 129% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +30 (+0 eff.) Dmg.mod +25% fire ---------- misc Mana/turn +0.10 Vim/s.crit +5.00 Max.vim +23.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 19 cooldown Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone bonestaff of dawn (136% power, 6 apr, cold element)5.0 T5 staff 1H weapon [Ego+] Arcane/Master Power 137% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Phys.crit +5.0% Spell.crit +7% Phys.pwr +8 (+0 eff.) Spell.pwr +21 (+0 eff.) Dmg.mod +30% cold Acc +9 (+0 eff.) ---------- misc Max.P.En +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Stormfront (136% power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 137% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Bill's Tree Trunk (136% power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 40% Wil, 50% Mag, 130% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 3.5 Pwr.cost 13 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 139% damage. If the attack hits, the target's armour and saves are reduced by 18 for 7 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 64% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Obliterator (159% power, 10 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 160% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 150 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
Zubimira the dwarven-steel greatsword (161% power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Master Power 161% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 18714 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +1 Mag dps ---------- Phys.crit +24.0% Phys.pwr +12 (+0 eff.) Spell.pwr +15 (+0 eff.) Phasing +30% Massive two-handed swords. |
blue-steel trident 'Tarrelarain' (117% power, 8 apr)3.0 T2 trident 2H weapon [Rare] Arcane Power 117% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Atk.spd 91% Melee+ +12 mind On Hit: 20% Curse of Impotence 2 While equipped: Stats +1 Wil ----- def ----- Crit.chn- 15.00% ---------- misc Light +1 See.Invis +15 A massive two-handed trident. Tridents require the exotic weapons mastery talent to use correctly. |
Volcanic Slasher (111% power, 5 apr)3.0 T1 longsword 1H weapon [Unique] Nature/Master Power 111% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +10 bleed On Crit.r2 +20 fire While equipped: ---------- misc Masteries +0.20 Wild-gift/Volcanism A long shard of obsidian, a weapon never seen in use these days. It belongs in a museum. |
skyshard iron longsword of massacre (118% power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane/Master Power 119% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 lightning On Hit.r1 +6 cold While equipped: dps ---------- Res.pen +6% lightning Sharp, long, and deadly. |
Ego Pierce (156% power, 6 apr) Ego Pierce (156% power, 6 apr)3.0 T5 longsword 1H weapon [Unique] Psionic With both her weapons, Elria was said to be able to fight in four dimensions. Power 156% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to confuse the target While equipped: Stats +6 Mag +6 Wil dps ---------- Phys.crit +5.0% Mind.crit +5% Crit.mult +10.00% Melee+ 20 Psychic Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical A slender rapier with a blade composed of sapphire, this was one of the weapons of Elria Eagleheart in the Age of Dusk. It was said to be able to be able to strike the conscious mind directly, disorienting those hit by its wielder. After Elria passed away, the rapier was wielded by other mind knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm. |
Adawe the Rainnaught (112% power, 3 apr)3.0 T2 mace 1H weapon [Rare] Arcane Power 112% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +10 cold While equipped: dps ---------- Res.pen +25% mind +25% temporal ----- def ----- Resists +12% mind +12% cold Def/telep +15 Res/telep +15% Dur/telep +15% Blunt and deadly. |
Crooked Club (129% power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 129% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+0 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Dedication (138% power, 6 apr)3.0 T3 mace 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 138% Range: 1.4x Uses 40% Wil, 90% Str, 50% Mag 20% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +20.0% Atk.spd 100% On Crit.r2 +50 manaburn arcane While equipped: ----- def ----- Resists +15% arcane +20% blight It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
glowing iron sceptre (102% power, 2 apr) glowing iron sceptre (102% power, 2 apr)3.0 T1 sceptre 1H weapon [Ego] Arcane Power 102% Range: 1.4x Uses 40% Wil, 100% Mag, 50% Con Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Spell.pwr +3 (+0 eff.) ---------- misc Mana/turn +0.10 P.En/turn +0.10 Light +2 Illuminate: Puts all charms on 4 cooldown Level 2.5 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 169123.65 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Blunt and deadly. |
The Beacon (129% power, 5 apr) The Beacon (129% power, 5 apr)3.0 T3 sceptre 1H weapon [Unique] Arcane/Psionic Power 129% Range: 1.4x Uses 40% Wil, 100% Mag, 50% Con Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +2.0% Atk.spd 100% On Hit: 10% Sunburst 3 While equipped: dps ---------- Spell.pwr +12 (+0 eff.) Dmg.mod +20% light +20% fire ----- def ----- Phys.save +12 (+0 eff.) Spell.save +12 (+0 eff.) Mind.save +12 (+0 eff.) Fear- +100% ---------- misc Light +3 Masteries +0.20 Celestial/Light The light from this beacon fills you with hope and courage. |
surging stralite sceptre of electrocution (142% power, 5 apr) surging stralite sceptre of electrocution (142% power, 5 apr)3.0 T4 sceptre 1H weapon [Ego+] Arcane Power 142% Range: 1.4x Uses 40% Wil, 100% Mag, 50% Con Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +2.5% Atk.spd 100% Dmg.conv 22% dazing lightning On Hit: 10% Nova 4 While equipped: dps ---------- Spell.crit +12% Spell.pwr +12 (+0 eff.) S.pwr/crit +6 Res.pen +14% lightning Blunt and deadly. |
Maludrabers the steel waraxe (110% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Nature Power 110% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 nature On Crit.r2 +8 physical While equipped: dps ---------- Phys.crit +2.0% Res.pen +20% physical ----- def ----- Defense +15 (+0 eff.) Resists +3% fire One-handed war axes. |
blessed steel waraxe of vileness (113% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 113% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 blight On Hit: * 9% chance to reduce strength, dexterity, and constitution by 1465 * 25% chance to afflict the target with Lightburn, causing 10691 Light damage over 5 turns and reduces their armor by 1070 for the duration. While equipped: dps ---------- Spell.pwr +3 (+0 eff.) Dmg.mod +5% light One-handed war axes. |
Samyleg the Scabterror (140% power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Nature Power 140% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +20 blight On Hit: * 20% chance to slow global speed by 2176% * 20% chance to reduce armor by 1518% While equipped: Stats +12 Con +12 Wil dps ---------- Dmg.mod +27% acid ----- def ----- Max.HP +90.00 One-handed war axes. |
Xeruwe the Willowsorrow (108% power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Power 108% Range: 1.3x Uses 40% Wil, 50% Str, 50% Mag 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Against +8% Vermin +9% Spiderkin On Hit.r1 +4 nature On Crit: * Strike your target with a blast of Fire dealing 387791158 damage (based on Cunning and Magic). If the target is an insect or a spider, they will also begin to Burn for the same amount of damage. While equipped: Stats +3 Con dps ---------- Crit.mult +10.00% On Hit (Melee): * 10% chance to reduce all saves and defense by 1895 Sharp, short and deadly. |
Dagger of the Past (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 129% Range: 1.3x Uses 40% Wil, 100% Mag, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+0 eff.) Spell.save +10 (+0 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Eagle Talon (136% power, 30 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 137% Range: 1.3x Uses 40% Wil, 45% Dex, 50% Mag 45% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +30 Crit +10.0% Atk.spd 100% Melee+ +10 lightning While equipped: dps ---------- Crit.mult +10.00% All.spd +10% ---------- misc Masteries +0.20 Wild-curse/Eagle aspect A curved and sharp blade, decorated with feathers. |
Moon (100% power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 100% Range: 1.3x Uses 40% Wil, 20% Dex, 50% Mag 20% Str Dmg Darkness Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 40% Wil, 50% Mag, 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Star (100% power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 100% Range: 1.3x Uses 40% Wil, 20% Dex, 50% Mag 20% Str Dmg Light Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+0 eff.) Phys.save +15 (+0 eff.) Disarm- +50% ---------- misc 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. |
Boretir (140% power, 11 apr)1.0 T4 dagger 1H weapon [Rare] Arcane Power 140% Range: 1.3x Uses 40% Wil, 50% Str, 50% Mag 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +8.0% Atk.spd 100% On Hit.r1 +16 physical On Crit.r2 +20 mind On Hit: * 25% chance to afflict the target with Wasting, causing 13364 Temporal damage over 5 turns. While equipped: Stats +2 Cun dps ---------- Crit.mult +20.00% Spell.pwr +11 (+0 eff.) Dmg.mod +11% temporal Sharp, short and deadly. |
Icy Kill (143% power, 10 apr)1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 144% Range: 1.3x Uses 40% Wil, 50% Str, 50% Mag 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc 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. |
Guilt (94% power, 13 apr, arcane damage)3.0 T2 mindstar 1H weapon [Unique] Arcane/Nature Power 95% Range: 1.1x Uses 65% Wil, 60% Mag, 10% Cun Dmg Arcane Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Spell.pwr +12 (+0 eff.) Mind.pwr +12 (+0 eff.) Dmg.mod +10% arcane +10% nature ----- def ----- Resists +10% arcane +10% nature Silence- +30% After the Mages of Angolwen had stabilised the Abashed Expanse, a few tried to restore life to the dead earth trapped in the sky. Their efforts were mostly unsuccessful, but this stone was found in the clutch of a newly grown sapling. |
Mayynne the Blazestreak (85% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 85% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +4 lightning While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+0 eff.) Melee+ 4 mind 3 darkness Dmg.mod +3% lightning +3% mind +4% darkness Res.pen +15% lightning Melee Ret 6 lightning ----- def ----- Phys.save +2 (+0 eff.) Spell.save +3 (+0 eff.) Mind.save +3 (+0 eff.) Max.HP +16.00 HP.reg +0.90 ---------- misc Equi/ret +0.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wyrm's vined mindstar of gales (85% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego++] Nature Power 85% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+0 eff.) Melee+ 4 lightning 3 physical 4 fire 4 acid 4 cold Dmg.mod +5% lightning +8% cold +6% physical ----- def ----- Defense +11 (+0 eff.) Resists +2% lightning +4% physical +3% cold +4% fire +3% acid Pinning- +18% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Charged Focus (100% power, 24 apr, lightning damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 100% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Lightning Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+0 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+0 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
Hanarak the thorny mindstar (94% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature Power 95% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +4 blight On Hit.r1 +4 blight On Crit.r2 +12 blight While equipped: Stats +1 Wil dps ---------- Mind.crit +3% Mind.pwr +13 (+0 eff.) Dmg.mod +4% nature Melee Ret 6 arcane ----- def ----- Resists +5% blight Phys.save +4 (+0 eff.) Spell.save +5 (+0 eff.) Mind.save +4 (+0 eff.) Disease- +14% ---------- misc Equi/ret +1.10 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wyrm's thorny mindstar of storms (94% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego++] Nature Power 95% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +2 Dex +4 Mag +3 Wil +4 Cun +3 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+0 eff.) Melee+ 13 lightning 5 physical 4 fire 4 acid 4 cold Dmg.mod +7% lightning Res.pen +8% lightning ----- def ----- Resists +11% lightning +6% physical +2% cold +5% fire +5% acid ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative pulsing mindstar of resolve (105% power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 106% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +4% Crit.mult +9.00% Mind.pwr +8 (+0 eff.) ----- def ----- Spell.save +5 (+0 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
epiphanous pulsing mindstar of storms (105% power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 106% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +3 Mag +2 Wil +4 Cun +3 Con dps ---------- Mind.crit +7% Mind.pwr +11 (+0 eff.) Melee+ 5 lightning Dmg.mod +10% mind +8% lightning Res.pen +8% lightning ----- def ----- Resists +8% lightning ---------- misc Psi/m.crit +3.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
epiphanous pulsing mindstar of venom (105% power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 106% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +9% Mind.pwr +12 (+0 eff.) Melee+ 15 acid Dmg.mod +10% mind +9% acid Res.pen +4% acid ----- def ----- Resists +10% acid HP.reg +1.00 ---------- misc Psi/m.crit +4.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
honing pulsing mindstar (104% power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 105% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+0 eff.) Dmg.mod +2% physical Res.pen +5% physical ----- def ----- Resists +6% physical ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar of venom (115% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego+] Nature Power 115% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+0 eff.) Melee+ 9 acid Dmg.mod +10% acid Res.pen +16% acid ----- def ----- Resists +9% acid HP.reg +2.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Vine Whip (122% power, 5 apr)3.0 T2 whip 1H weapon [Unique] Nature/Disrupt Power 122% Range: 1.1x Uses 40% Wil, 50% Mag, 100% Dex Dmg Entangle Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +3.0% Atk.spd 125% Pull an enemy into melee range. Uses 13 power out of 40/40 This whip feels like a living plant, but is oddly stretchy |
Kobold Bouquet Kobold Bouquet4.0 T3 longbow 2H weapon [Unique] Arcane Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: * Deals 20 acid damage to the target, increasing for each positive effect on the target; restores 20 life to the wielder, increasing for each negative effect on the wielder. While equipped: Stats +5 Lck dps ---------- Spell.pwr +10 (+0 eff.) Dmg.mod +20% acid Res.pen +20% acid Apr +15 ----- def ----- Resists +20% acid Only a sworn member of the Kobold King's court may use his bow's full power. This fey bow is one of many personally strung by the hidden Kobold King for his most loyal and capable retainers, to be drawn against those marked for justice by the King. Its burgeoning barbs pierce the pompous; its fragrant flowers soothe the scorned. |
Merkul's Second Eye4.0 T3 longbow 2H weapon [Unique] Arcane Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
Morningbright the elven-wood longbow4.0 T4 longbow 2H weapon [Rare] Arcane Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +4 light On Crit.r2 +12 blight While equipped: Stats +2 Str +4 Dex +5 Con dps ---------- Res.pen +15% physical ----- def ----- Resists +6% blight ---------- misc See.Invis +6 Longbows are used to shoot arrows at your foes. |
Glaresnake4.0 T3 sling 1H weapon [Rare] Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +7 Atk.spd 100% Range +8 Ranged+ +4 nature On Crit: * Sunders the enemy's armor for 5 turns. While equipped: dps ---------- Dmg.mod +3% light Res.pen +20% light ----- def ----- Resists +3% light ---------- misc Light +3 Slings are used to hurl stones or metal shots at your foes. |
Jetbender the hardened leather sling4.0 T3 sling 1H weapon [Rare] Arcane Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +20 blight +11 fire On Crit.r2 +12 blight While equipped: dps ---------- Dmg.mod +14% fire +6% arcane +18% darkness Res.pen +15% darkness ----- def ----- Resists +5% arcane +6% blight Slings are used to hurl stones or metal shots at your foes. |
caustic hardened leather sling of true flight4.0 T3 sling 1H weapon [Ego++] Nature/Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 On Crit.r2 +19 acid +11 nature While equipped: dps ---------- Phys.crit +8.0% Res.pen +9% acid +7% nature Acc +8 (+0 eff.) Apr +8 Slings are used to hurl stones or metal shots at your foes. |
reinforced leather sling 'Nightbright'4.0 T4 sling 1H weapon [Random Unique] Nature/Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 On Crit.r2 +8 darkness +37 fire While equipped: Stats +7 Str dps ---------- Phys.pwr +16 (+0 eff.) All.spd +4% Dmg.mod +3% darkness Res.pen +9% fire ----- def ----- Resists +6% light Mind.save +15 (+0 eff.) Slings are used to hurl stones or metal shots at your foes. |
sundering drakeskin leather sling of true flight4.0 T5 sling 1H weapon [Ego++] Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +8 Atk.spd 100% Range +10 On Crit: * Sunders the enemy's armor for 5 turns. While equipped: dps ---------- Phys.crit +11.0% Acc +9 (+0 eff.) Slings are used to hurl stones or metal shots at your foes. |
barbed quiver of ash arrows of persecution (19/19, 132% power, 7 apr)3.0 T2 arrow ammo [Ego+] Disrupt/Master Power 133% Range: 1.4x Uses 40% Wil, 70% Dex, 50% Mag 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.5% Capacity 19 Against +12% Unnatural +11% Unliving On Crit: * Wound the target dealing 18714 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Quiver of Domination (19/20, 127% power, 8 apr)3.0 T4 arrow ammo [Unique] Psionic Power 127% Range: 1.4x Uses 60% Wil, 60% Dex, 50% Mag 50% Str Dmg Mind Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
barbed quiver of elven-wood arrows of venom (23/23, 164% power, 14 apr)3.0 T4 arrow ammo [Ego++] Master Power 165% Range: 1.4x Uses 40% Wil, 70% Dex, 50% Mag 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +14.5% Capacity 23 On Crit: * The target is poisoned and sick, doing nature damage per turn. Each time it tries to use a talent there is 20% chance of failure. Damage is based on Cunning. Arrows are used with bows to pierce your foes to death. |
Swordshatter Shots (20/20, 120% power, 15 apr)3.0 T2 shot ammo [Unique] Arcane/Master Power 121% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +5.0% Capacity 20 Ranged+ +15 crumble (Crumble is Arcane damage, disarms weapons and gets +50% damage versus petrified targets.) Exceptionally hard shots, designed for breaking weapons. |
pouch of dwarven-steel shots 'Woeraze' (20/20, 138% power, 3 apr)3.0 T3 shot ammo [Rare] Arcane Power 139% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 20 Ranged+ +16 lightning +16 darkness +13 blight On Hit.r1 +12 lightning +12 arcane +4 darkness On Crit.r2 +8 darkness On Hit: * 20% chance to reduce damage dealt by 1465% * 14% chance to reduce strength, dexterity, and constitution by 1465 Shots are used with slings to pummel your foes to death. |
Nimbusstoker (21/21, 167% power, 5 apr)3.0 T4 shot ammo [Random Unique] Master/Psionic Power 168% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +13 Apr +5 Crit +16.5% Capacity 21 Ranged+ +25 darkness +20 lightning Against +13% Living On Crit.r2 +20 lightning On Crit: * Wound the target dealing 18714 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Star Shot (20/20, 139% power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 139% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Fire Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
pouch of stralite shots of venom (21/21, 157% power, 5 apr)3.0 T4 shot ammo [Ego+] Master Power 157% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 21 On Crit: * The target is poisoned and sick, doing nature damage per turn. Each time it tries to use a talent there is 20% chance of failure. Damage is based on Cunning. Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of stralite shots of daylight (23/23, 157% power, 5 apr)3.0 T4 shot ammo [Ego+] Arcane/Psionic Power 157% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 23 Ranged+ +5 light +17 physical Against +21% Undead On Hit: * 20% chance to knock the target back 3 spaces and deal 14985 physical damage Shots are used with slings to pummel your foes to death. |
Black Mesh (8 def, 2 armour, 150% power, 120 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 150% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +120 While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+0 eff.) Rng.Def +8 (+8 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Obstinate Force (15 def, 8 armour, 172% power, 220 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Psionic When used to Attack: Power 172% Range: 1.2x Uses 140% Wil, 50% Mag Dmg Mind Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +220 While equipped: Stats +4 Wil ----- def ----- Armour +8 Defense +15 (+0 eff.) Rng.Def +15 (+15 eff.) Fatigue +10% Resists +25% mind +25% physical Phys.save +5 (+0 eff.) Spell.save +5 (+0 eff.) ---------- misc Talents +4 Block This shield is little more than a handle and a shimmer in the air, but your hand flatly refuses to pass through it. |
The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+0 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+0 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
destroyer's silk robe of alchemy (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: dps ---------- Crit.mult +20.00% Spell.pwr +9 (+0 eff.) Dmg.mod +9% acid +9% physical +14% fire +15% cold Res.pen +5% all ----- def ----- Resists +12% acid +13% physical +16% fire +14% cold +13% all ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
psion's silk robe of power (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Spell.pwr +10 (+0 eff.) Mind.pwr +6 (+0 eff.) Dmg.mod +14% mind +9% all Res.pen +13% mind ----- def ----- Resists +13% all ---------- misc Psi/turn +0.43 Max.psi +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's silk robe (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +3 Cun dps ---------- Spell.crit +7% Spell.pwr +6 (+0 eff.) Dmg.mod +14% light +18% darkness ----- def ----- Resists +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
empyreal elven-silk robe of time (+20%) (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +3 Dex dps ---------- Spell.crit +7% Spell.pwr +7 (+0 eff.) Dmg.mod +23% lightning +20% temporal +16% light ----- def ----- Resists +15% all +20% temporal A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Rogue Plight (6 def, 7 armour)9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+0 eff.) Fatigue +7% Resists +35% nature Crit.chn- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+0 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. |
Voidwire the hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Random Unique] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +9% darkness ----- def ----- Armour +6 Defense +9 (+0 eff.) Fatigue +8% Resists +20% cold Max.HP +48.00 HP.reg +8.50 Heal.mod +13% ---------- misc Stam/turn +1.30 Psi/ret +0.08 Hate/m.crit +3.00 A suit of armour made of leather. |
hardened leather armour 'Taintmaster' (9 def, 9 armour)9.0 T3 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Dex +5 Mag dps ---------- Phys.crit +2.0% Mind.crit +1% Crit.mult +10.00% Phys.pwr +4 (+0 eff.) Mind.pwr +3 (+0 eff.) Dmg.mod +6% nature Res.pen +10% nature +10% lightning On Hit (Melee): * 20% chance to slow global speed by 2176% ----- def ----- Armour +9 Defense +9 (+0 eff.) Fatigue +8% Resists +5% acid +7% cold +6% lightning Spell.save +13 (+0 eff.) ---------- misc Breathe water A suit of armour made of leather. |
nimble hardened leather armour of the hero (14 def, 6 armour)9.0 T3 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +4 Str +9 Dex +5 Mag +4 Wil +5 Cun dps ---------- Mov.spd +20% ----- def ----- Armour +6 Defense +14 (+0 eff.) Fatigue +8% Max.HP +37.00 A suit of armour made of leather. |
wyrmbane hardened leather armour of fire resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +9 (+0 eff.) Fatigue +8% Resists +8% lightning +8% cold +28% fire +8% acid D.Red.from +8% Dragon A suit of armour made of leather. |
defiant reinforced leather armour of Devir (12 def, 7 armour)9.0 T4 light armor [Ego++] Master/Psionic While equipped: Stats +5 Wil +6 Con dps ---------- Mind.crit +3% Crit.mult +15.00% Mind.pwr +7 (+0 eff.) ----- def ----- Armour +7 Defense +12 (+0 eff.) Fatigue +8% Mind.save +16 (+0 eff.) A suit of armour made of leather. |
drakeskin leather armour of the void (20 def, 8 armour)9.0 T5 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 7 darkness Ranged+ 7 darkness ----- def ----- Armour +8 Defense +20 (+0 eff.) Fatigue +8% Resists +13% darkness +15% temporal Def/telep +21 Res/telep +26% Dur/telep +21% Blink to a nearby random location (rad 8) Puts all charms on 16 cooldown A suit of armour made of leather. |
Xurith (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +6 Str +6 Mag +7 Wil dps ---------- Phys.crit +7.0% Spell.crit +12% Mind.crit +10% Phys.pwr +17 (+0 eff.) Spell.pwr +18 (+0 eff.) Mind.pwr +18 (+0 eff.) Dmg.mod +12% mind ----- def ----- Armour +8 Defense +3 (+0 eff.) Fatigue +12% Resists +15% lightning ---------- misc Mana/turn +0.40 Equi/ret +0.24 A suit of armour made of mail. |
Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+0 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.dmg- 20% Phys.save +15 (+0 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Cuirass of the Thronesmen (20 def, 32 armour)17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +6 Con ----- def ----- Armour +32 Hardiness +10% Defense +20 (+0 eff.) Fatigue +15% Resists +25% darkness +25% fire Phys.save +40 (+0 eff.) Heal.mod -30% Stun/Frz- +40% Knockbk- +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
stralite plate armour 'Hazesever' (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training [Random Unique] Arcane/Master While equipped: Stats +4 Str +2 Mag +3 Cun dps ---------- Melee+ 27 light 30 temporal Res.pen +15% cold Melee Ret 20 light 24 temporal ----- def ----- Armour +13 Fatigue +22% Resists +22% fire +35% light +43% temporal ---------- misc Infravis +3 A suit of armour made of metal plates. |
Balorab1.0 T3 belt armor [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +3% Spell.pwr +15 (+0 eff.) Dmg.mod +30% arcane Melee Ret 10 blight ----- def ----- Phys.save +8 (+0 eff.) A belt that goes around your waist. |
Galadar1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Steampwr +7 (+0 eff.) Dmg.mod +12% blight Melee Ret 2 blight ----- def ----- Armour +8 Resists +6% blight +6% temporal +6% darkness +18% lightning Spell.save +10 (+0 eff.) A belt that goes around your waist. |
Jaw of Rogroth1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+0 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 15 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Pyrebait1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +4 Cun +5 Lck dps ---------- Phys.pwr +4 (+0 eff.) Dmg.mod +3% fire Res.pen +10% fire On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Fatigue -6% Resists +6% temporal Mind.save +7 (+0 eff.) Stealth +5 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc T.Disarm +7 Max.enc +24 Infravis +4 A belt that goes around your waist. |
hardened leather belt of magery1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +4% A belt that goes around your waist. |
Cloak of Ten Thousand Leaves (8 def, 0 armour) Cloak of Ten Thousand Leaves (8 def, 0 armour)2.0 T2 cloak armor [Unique] Nature While equipped: dps ---------- Dmg.mod +12% darkness +12% nature ----- def ----- Defense +8 (+0 eff.) Resists +16% darkness Affinity +11% nature ---------- misc Masteries +0.30 Cunning/Survival +0.30 Cursed/Darkness Each step you take heals you for 2.6% of your max life. Cloak yourself in the leaves of your cloak to enter stealth for 5 turns. Uses 19 power out of 50/50 This cloak is somehow crafted from thousands of interwoven leaves. There is a dire edge to its wild energies. |
Gorokalthorak the Shockswift (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Dmg.mod +12% blight Res.pen +25% lightning Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 1465 ----- def ----- Defense +2 (+0 eff.) Resists +20% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
brimstone cashmere cloak of Irzen's Pyre (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Melee+ 5 manaburn arcane 8 fire burn Ranged+ 8 manaburn arcane 7 fire burn Dmg.mod +5% fire +10% fire burn +5% darkness +8% manaburn arcane Res.pen +3% darkness +5% fire ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of mindcraft (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Master/Psionic While equipped: Stats +3 Dex +3 Wil +7 Cun dps ---------- Mind.crit +6% Acc +5 (+0 eff.) Apr +5 ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+0 eff.) ----- def ----- Defense +10 (+0 eff.) Resists +15% mind Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+0 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 4.5 Pwr.cost 7 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 119733 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 31 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc 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. |
Ravenscale Boots (4 def, 1 armour) Ravenscale Boots (4 def, 1 armour)2.0 T2 feet armor [Unique] Arcane/Master While equipped: Stats +4 Cun dps ---------- Spell.pwr +3 (+0 eff.) Res.pen +6% nature +6% darkness ----- def ----- Armour +1 Defense +4 (+0 eff.) Fatigue +2% Resists +5% cold +6% fire Sudden Assault: Level 2.5 Pwr.cost 13 out of 25/25. Range 7 Travel.spd instantaneous Description: Lunge toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can knock the target off-guard for 4 turns if it hits, increasing their ability to be critically hit. One of several pairs, worn by a group of mercenary scoundrels infamous for their sudden and savage assaults. |
vagabond's pair of hardened leather boots of force (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master/Psionic While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +9 (+0 eff.) Spell.pwr +6 (+0 eff.) Mind.pwr +7 (+0 eff.) Res.pen +5% bleed +3% physical ----- def ----- Armour +3 A pair of boots made of leather. |
Glimmerfame (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +5 Str +5 Mag +2 Con dps ---------- Spell.pwr +9 (+0 eff.) Res.pen +15% light On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 1465 ----- def ----- Armour +4 Fatigue +3% Resists +15% blight ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
The Warped Boots (2 def, 4 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Unknown While equipped: dps ---------- Phys.pwr +10 (+0 eff.) Spell.pwr +10 (+0 eff.) ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +8% Resists +10% blight Spell.save +10 (+0 eff.) Max.HP +80.00 HP.reg -0.20 Spit Blight: Level 4.5 Pwr.cost 7 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit blight at your target doing 528422.89 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 117% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 125% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 3.5 Pwr.cost 15 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take nan fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, Willpower, or Magic, 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. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 115% Range: 1.1x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 125% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 3.5 Pwr.cost 4 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 291266.77 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
drakeskin leather gloves 'Mayuba' (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Mag +2 Wil +4 Cun dps ---------- Spell.crit +4% Crit.mult +5.00% Melee+ 6 acid 5 light Dmg.mod +5% acid +4% light +9% arcane Res.pen +5% blight Acc +13 (+0 eff.) ----- def ----- Armour +3 Resists +14% darkness +7% light Spell.save +7 (+0 eff.) ---------- misc Mana/s.crit +2.00 Infravis +6 Unarmed combat: Power 130% Range: 1.1x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +21 Apr +5 Crit +12.0% Atk.spd 125% Melee+ +9 darkness Dmg.conv 10% acid 10% light On Crit.r2 +27 light +24 darkness On Crit: 10% Dominate 5 Starfall: Puts all charms on 13 cooldown Level 2.5 Pwr.cost 13 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 135757.29 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
radiant drakeskin leather gloves of the nighthunter (0 def, 3 armour)1.0 T4 hands armor [Ego+] Arcane/Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 8 light Dmg.mod +6% light Acc +8 (+0 eff.) ----- def ----- Armour +3 Resists +5% darkness +6% light ---------- misc Infravis +2 Unarmed combat: Power 134% Range: 1.1x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +5 Crit +11.0% Atk.spd 125% Melee+ +10 darkness On Hit: 20% Searing Light 5 On Crit: 10% Dominate 5 Track: Puts all charms on 10 cooldown Level 4.5 Pwr.cost 10 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 38000 for 7 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm drakeskin leather gloves of dexterity (+3) (0 def, 3 armour)1.0 T4 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 lightning Dmg.mod +5% lightning Acc +13 (+0 eff.) ----- def ----- Armour +3 Resists +6% lightning Unarmed combat: Power 131% Range: 1.1x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +5 Crit +9.0% Atk.spd 125% On Crit.r2 +7 lightning On Hit: 10% Lightning Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Xolenn the dwarven-steel gauntlets (0 def, 16 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +1 Dex +3 Wil +8 Con dps ---------- Phys.crit +4.0% Phys.pwr +15 (+0 eff.) Mind.pwr +6 (+0 eff.) Melee+ 31 mind 24 darkness Dmg.mod +8% mind +10% blight On Hit (Melee): * 18% chance to reduce all saves and defense by 1895 ----- def ----- Armour +16 Hardiness +10% Fatigue +3% Resists +8% mind +8% physical Mind.save -10 (+0 eff.) ---------- misc Equi/ret +0.08 Unarmed combat: Power 117% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +10 mind On Hit: 10% Reproach 3 On Hit: 20% Psychic Lobotomy 3 On Hit: 5% Stone Touch 3 Ruined Earth: Puts all charms on 13 cooldown Level 4.5 Pwr.cost 13 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Metal gloves protecting the hands up to the middle of the lower arm. It was corrupted by the digestive sack. |
Brenufang (0 def, 10 armour)1.5 T3 hands armor [Random Unique] Nature While equipped: Stats +2 Str +2 Con dps ---------- Melee+ 16 physical Dmg.mod +6% physical ----- def ----- Armour +10 Resists +6% physical Phys.save +7 (+0 eff.) Spell.save +7 (+0 eff.) Mind.save +7 (+0 eff.) ---------- misc See.Invis +6 Talents +3 Block Tauntlets behave like a shield, and allow you to block attacks. 49 block power. Unarmed combat: Power 116% Range: 1.4x Uses 40% Wil, 40% Str, 50% Mag 80% Con Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +8 acid On Hit.r1 +7 physical On Crit.r2 +14 physical On Hit: 15% Block 1 On Hit: 10% Sand Breath 3 On Hit: 20% Earthen Explosion 3 A turtle shell fit with a simple strap. It covers the entire forearm. |
brawler's normal tauntlets (0 def, 4 armour)1.5 T3 hands armor [Ego+] Master While equipped: Stats +3 Str +4 Dex +3 Cun ----- def ----- Armour +4 Phys.save +7 (+0 eff.) ---------- misc Talents +3 Block Cooldown Double Strike -1 Tauntlets behave like a shield, and allow you to block attacks. 41 block power. Unarmed combat: Power 119% Range: 1.4x Uses 40% Wil, 80% Con, 50% Mag 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +9 Crit +14.0% Atk.spd 83% On Hit: 10% Set Up 3 A turtle shell fit with a simple strap. It covers the entire forearm. |
Zubaldabeth (0 def, 19 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Str +8 Wil dps ---------- Melee+ 6 blight 8 physical Dmg.mod +4% blight +15% physical ----- def ----- Armour +19 Fatigue +5% Phys.save +21 (+0 eff.) ---------- misc Stam/turn +2.00 Unarmed combat: Power 137% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +16 Apr +15 Crit +10.0% Atk.spd 100% Dmg.conv 10% blight 10% physical Metal gloves protecting the hands up to the middle of the lower arm. |
heroic mega tauntlets of magic (+3) (0 def, 12 armour)1.5 T5 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +12 Mind.save +12 (+0 eff.) Max.HP +56.00 ---------- misc Talents +5 Block Tauntlets behave like a shield, and allow you to block attacks. 94 block power. Unarmed combat: Power 141% Range: 1.4x Uses 40% Wil, 80% Con, 50% Mag 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +3 Apr +15 Crit +10.0% Atk.spd 83% Melee+ +11 arcane On Crit.r2 +8 arcane On Hit: 10% Battle Shout 5 A turtle shell fit with a simple strap. It covers the entire forearm. |
spellstreaming mega tauntlets of dexterity (+3) (0 def, 8 armour)1.5 T5 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Dex dps ---------- Spell.crit +6% Spell.pwr +11 (+0 eff.) Acc +17 (+0 eff.) ----- def ----- Armour +8 ---------- misc Mana/turn +0.23 Talents +5 Block Tauntlets behave like a shield, and allow you to block attacks. 99 block power. Unarmed combat: Power 133% Range: 1.4x Uses 40% Wil, 80% Con, 50% Mag 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +15 Crit +18.0% Atk.spd 83% Melee+ +10 arcane On Hit: 10% Elemental Bolt 5 A turtle shell fit with a simple strap. It covers the entire forearm. |
Emelysewyn the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.crit +10% Spell.pwr +15 (+0 eff.) Mind.pwr +2 (+0 eff.) S.pwr/crit +8 Dmg.mod +11% acid ----- def ----- Defense +2 (+0 eff.) Resists +16% acid Mind.save +17 (+0 eff.) ---------- misc Psi/turn +0.20 Hateful Whisper: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 439076 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.8 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 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... |
starseer's cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: Stats +4 Mag +3 Con dps ---------- Dmg.mod +7% physical +6% darkness +7% light +9% arcane +9% temporal ----- def ----- Defense +2 (+0 eff.) Arcane Eye: (Instant) Puts all charms on 7 cooldown Level 6.5 Pwr.cost 7 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Relian Garland (0 def, 0 armour)2.0 T2 head armor [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+0 eff.) Dmg.mod +10% nature ----- def ----- Mind.save +5 (+0 eff.) Heal/summ +20 Sleeping Spores: Level 3.5 Pwr.cost 25 out of 50/50. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Release spores into the area to put nearby enemies to sleep for 2 turns. At first you thought it was flower arrangement, but it is designed to worn on your head?! The scent from the tropical flowers makes you feel focussed and sleepy at the same time. |
Brenular the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +2 Mag +4 Wil +4 Cun +11 Con dps ---------- Mind.pwr +5 (+0 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +3% Resists +5% arcane ---------- misc Light +2 A cap made of leather. |
Gunovor the Kindlereeve (15 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +3 Mag +4 Wil +7 Con dps ---------- Phys.pwr +15 (+0 eff.) ----- def ----- Armour +3 Defense +15 (+0 eff.) Fatigue +3% Resists +9% light Crit.chn- 15.00% ---------- misc Light +3 A cap made of leather. |
The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+0 eff.) ----- def ----- Defense +8 (+0 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 3.5 Pwr.cost 12 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within radius 2 of a target location dealing 47029.40 mind and 39520.50 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 50% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 39254. Terrified: Deals 12483.69 mind and 10490.50 darkness damage per turn and increases cooldowns by 54878%. Haunted: Causes the target to suffer 18134.80 mind and 15239.33 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
warlord's hardened leather cap of might (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +8 Str +4 Wil +3 Con dps ---------- Phys.pwr +13 (+0 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +8% physical Phys.save +8 (+0 eff.) A cap made of leather. |
insulating drakeskin leather cap of trickery (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +7 ----- def ----- Armour +5 Fatigue +5% Resists +11% fire +10% cold A cap made of leather. |
Aletta's Diadem (0 def, 0 armour)2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+0 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 4.5 Pwr.cost 5 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 292975.84 mind damage and cripples the target's higher mental functions, reducing cunning by 29115 and confusing (50% power) the target for 5 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Decayed Visage (0 def, 0 armour)1.0 T3 head armor [Unique] Arcane While equipped: Stats +10 Wil +10 Mag dps ---------- Spell.crit +4% Dmg.mod +18% blight +6% fire +15% arcane +12% darkness Res.pen +10% arcane Melee Ret 10 vim draining blight 4 fire ---------- misc Max.vim +25.00 Vimsense: Level 3.5 Pwr.cost 16 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 30479% and all saves by 52844, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Eilinima the Smolderbutcher (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +8 Dex +5 Mag +4 Wil dps ---------- Spell.pwr +30 (+0 eff.) Dmg.mod +21% fire Melee Ret 10 fire ----- def ----- Armour +4 Fatigue +4% Resists +13% darkness ---------- misc Infravis +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hating obsidian wardstone of the guard hating obsidian wardstone of the guard1.0 T4 wardstone armor [Ego++] Arcane/Psionic While equipped: Stats +4 Wil ----- def ----- Defense +8 (+0 eff.) Resists +9% nature +9% physical Dmg.red +4 all Proj.slow +25% ---------- misc Hate/turn +0.20 Max.hate +6.00 See.Stealth +5 Wards +2 nature +1 physical Talents +3 Ward Handheld warding devices |
8 nuummite 8 nuummite0.0 T1 black gem [Normal] While equipped: Stun/Frz- +20% Item imbue powers: Stun/Frz- +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
6 agate0.0 T1 blue gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 verdite 6 verdite0.0 T1 green gem [Normal] While equipped: Dmg.mod +2% all Defense +10 (+0 eff.) Item imbue powers: Dmg.mod +2% all Defense +10 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 T1 red gem [Normal] While equipped: Phys.spd +2% Spell.spd +2% Mind.spd +2% Item imbue powers: Phys.spd +2% Spell.spd +2% Mind.spd +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 tiny geode 4 tiny geode0.0 T1 stone gem [Normal] While equipped: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Item imbue powers: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 violet gem [Normal] While equipped: Crit.mult +2.00% Res.pen +2% all Item imbue powers: Crit.mult +2.00% Res.pen +2% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 quartz0.0 T1 white gem [Normal] While equipped: Armour +5 Resists +1% all Item imbue powers: Armour +5 Resists +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 hematite 6 hematite0.0 T2 black gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
8 aquamarine0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 malachite 11 malachite0.0 T2 green gem [Normal] While equipped: Dmg.mod +4% all Defense +15 (+0 eff.) Item imbue powers: Dmg.mod +4% all Defense +15 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 carnelian 3 carnelian0.0 T2 red gem [Normal] While equipped: Phys.spd +4% Spell.spd +4% Mind.spd +4% Item imbue powers: Phys.spd +4% Spell.spd +4% Mind.spd +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 small geode 10 small geode0.0 T2 stone gem [Normal] While equipped: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Item imbue powers: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Crit.mult +4.00% Res.pen +4% all Item imbue powers: Crit.mult +4.00% Res.pen +4% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T2 white gem [Normal] While equipped: Armour +8 Resists +2% all Item imbue powers: Armour +8 Resists +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 onyx0.0 T3 black gem [Normal] While equipped: Stun/Frz- +40% Item imbue powers: Stun/Frz- +40% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
10 lapis lazuli0.0 T3 blue 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: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade0.0 T3 green gem [Normal] While equipped: Dmg.mod +6% all Defense +20 (+0 eff.) Item imbue powers: Dmg.mod +6% all Defense +20 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 garnet0.0 T3 red gem [Normal] While equipped: Phys.spd +6% Spell.spd +6% Mind.spd +6% Item imbue powers: Phys.spd +6% Spell.spd +6% Mind.spd +6% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 geode 7 geode0.0 T3 stone gem [Normal] While equipped: HP.reg +1.50 Heal.mod +10% Stam/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Item imbue powers: HP.reg +1.50 Heal.mod +10% Stam/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
2 sugilite 2 sugilite0.0 T3 violet gem [Normal] While equipped: Crit.mult +6.00% Res.pen +6% all Item imbue powers: Crit.mult +6.00% Res.pen +6% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 opal0.0 T3 white gem [Normal] While equipped: Armour +12 Resists +3% all Item imbue powers: Armour +12 Resists +3% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 tiger's eye 8 tiger's eye0.0 T3 yellow gem [Normal] While equipped: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Item imbue powers: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 obsidian 3 obsidian0.0 T4 black gem [Normal] While equipped: Stun/Frz- +50% Item imbue powers: Stun/Frz- +50% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
3 sapphire0.0 T4 blue 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: Lightning Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 T4 green gem [Normal] While equipped: Dmg.mod +8% all Defense +25 (+0 eff.) Item imbue powers: Dmg.mod +8% all Defense +25 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ruby0.0 T4 red gem [Normal] While equipped: Phys.spd +8% Spell.spd +8% Mind.spd +8% Item imbue powers: Phys.spd +8% Spell.spd +8% Mind.spd +8% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
large geode large geode0.0 T4 stone gem [Normal] While equipped: HP.reg +2.00 Heal.mod +10% Stam/turn +0.80 Mana/turn +0.80 Psi/turn +0.80 Item imbue powers: HP.reg +2.00 Heal.mod +10% Stam/turn +0.80 Mana/turn +0.80 Psi/turn +0.80 Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
7 kunzite 7 kunzite0.0 T4 violet gem [Normal] While equipped: Crit.mult +8.00% Res.pen +8% all Item imbue powers: Crit.mult +8.00% Res.pen +8% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 moonstone0.0 T4 white gem [Normal] While equipped: Armour +16 Resists +4% all Item imbue powers: Armour +16 Resists +4% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Item imbue powers: Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
bloodstone0.0 T5 red gem [Normal] While equipped: Phys.spd +10% Spell.spd +10% Mind.spd +10% Item imbue powers: Phys.spd +10% Spell.spd +10% Mind.spd +10% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
74 alchemist agate0.0 T1 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
beaconing brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 10 temporal ----- def ----- Resists +5% temporal ---------- misc Light +3 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. |
etched brass lantern2.0 T1 lite [Ego] Master While equipped: Stats +3 Dex ----- def ----- Affinity +4% acid +3% physical ---------- misc Light +3 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. |
gravemist brass lantern of focus2.0 T1 lite [Ego] Arcane/Psionic While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Affinity +5% blight +4% cold ---------- misc Light +3 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. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Masteries +0.30 Spell/Winter Cleanse your mind of up to 28 (based on Magic) detrimental mental effects. Uses 25 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Shockgrit1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +9% mind ----- def ----- Phys.save +6 (+0 eff.) Max.HP +43.00 Cut- +20% Silence- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp of mind rending1.0 T3 lite [Ego+] Psionic While equipped: ---------- misc Light +4 Unleash a psionic blast, inflicting 216.58 Mind damage in radius 3 (based on Willpower), possibly confusing creatures in the area for 6 turns. Uses 17 power out of 30/30 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright alchemist's lamp of inquisition1.0 T3 lite [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +6% arcane +7% blight ---------- misc Light +7 Unleash nullifying energies, inflicting 181.00 manaburn damage in radius 3 (based on Willpower), possibly silencing creatures in the area for 6 turns. Uses 13 power out of 30/30 A normal brass lantern, enhanced by alchemy to make it brighter. |
ethereal alchemist's lamp of corrosion0.0 T3 lite [Ego++] Arcane/Master While equipped: Stats +4 Mag dps ---------- Spell.pwr +8 (+0 eff.) ---------- misc Light +6 Unleash a corrosive blast of acid, inflicting 341256263.92 Acid damage in radius 3 (based on Cunning). Creatures in the area may take 193895604.5 addional acid damage and have their armor reduced by 38779121.0 over 4 turns. Uses 13 power out of 30/30 A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's alchemist's lamp of clarity1.0 T3 lite [Ego+] Nature/Psionic While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +7 (+0 eff.) ----- def ----- Mind.save +7 (+0 eff.) ---------- misc Light +4 See.Stealth +9 See.Invis +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
preserving alchemist's lamp of mind rending1.0 T3 lite [Ego++] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Resists +7% blight HP.reg +5.00 ---------- misc Light +4 Unleash a psionic blast, inflicting 205.87 Mind damage in radius 3 (based on Willpower), possibly confusing creatures in the area for 6 turns. Uses 15 power out of 30/30 A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching alchemist's lamp of focus1.0 T3 lite [Ego] Arcane/Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +8% mind Melee Ret 15 fire ----- def ----- Resists +6% fire ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
void-walker's alchemist's lamp1.0 T3 lite [Ego+] Arcane While equipped: ----- def ----- Resists +7% cold +7% temporal Def/telep +11 Res/telep +13% Dur/telep +15% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's alchemist's lamp1.0 T3 lite [Ego+] Master While equipped: ----- def ----- Blind- +22% Confus- +13% ---------- misc Light +8 See.Stealth +10 See.Invis +11 Track: Puts all charms on 25 cooldown Level 8.5 Pwr.cost 25 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 51783 for 10 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's alchemist's lamp of dread1.0 T3 lite [Ego++] Arcane/Master While equipped: ----- def ----- Blind- +29% Confus- +15% ---------- misc Light +8 See.Stealth +16 See.Invis +10 Unleash enveloping darkness, inflicting 387791153.00 Darkness damage in radius 4 (based on Magic), possibly blinding creatures in the area for 8 turns Puts all charms on 15 cooldown A normal brass lantern, enhanced by alchemy to make it brighter. |
The Chrysalis The Chrysalis2.0 T3 faerie misc [Unique] Unknown While equipped: ----- def ----- Resists +15% physical Shield.pwr +20% If you have a damage shield active, heals you for 20% of its current power each round. An ethereal stone in the shape of a butterfly's cocoon. Gazing within it gives you the peculiar feeling that you are the one enclosed, and that beyond the cocoon's shell the world shines like a midsummer dream... |
Mr. Hoppy Mr. Hoppy2.0 T3 frog misc [Unique] Arcane While equipped: Stats +10 Lck ----- def ----- Resists +25% cold Pinning- +100% ---------- misc Breathe water Transform a single target into a frog for 7 turns, preventing weapon use and lowering their Strength and Dexterity by 80%.. Uses 13 power out of 20/20 Hop hop! Ribbit ribbit! ...Erm, what? You can't clearly recall what you were doing after gazing into this uncannily well-crafted toy frog's hypnotic glass eyes. You only remember feeling the urge to eat insects and cavort in mud puddles. |
Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Deepsserpent (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +9% cold Melee Ret 2 darkness ----- def ----- Fatigue -5% Resists +6% darkness +6% cold While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +3 (+0 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
soldier's iron pickaxe (dig speed 19 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Armour +3 Defense +5 (+0 eff.) Resists +6% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of the Iron Throne (dig speed 14 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str ----- def ----- Max.HP +24.00 ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
DeWolve Bandolier DeWolve Bandolier2.0 T2 misc tool [Unique] Arcane/Master While equipped: Stats +3 Cun +2 Con dps ---------- Res.pen +6% acid +7% fire +7% nature ---------- misc Talents +1 Volatile Mixture Equip a bandolier holding up to 5 volatile alchemical mixtures, allowing you to attack from range. You automatically reload 1 mixture per turn while resting or moving. Each mixture randomly inflicts one of the following effects: 426570286.0 Fire damage, 341256228.8 Acid damage that corrodes armor, or 533212857.5 Poison damage over 6 turns. Damage is based on Magic and Cunning One of several bandoliers of dangerous weaponized potions used by servants of the criminal alchemist Jheren DeWolve. |
Skull of the Rat Lich1.0 T3 skull tool [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+0 eff.) Melee Ret 12 darkness Raise one or two undead rats to fight beside you. Uses 44 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 7 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 Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 125 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
rod of detect monster (1/1)2.0 rod charm [Normal] Unknown Detect monster in a radius of 25. Uses 7 power out of 10/10 A curved rod of an unknown metal. The markings on it suggest an animal of some sort surrounded by eyes. |
rod of disarming (3/3)2.0 rod charm [Normal] Unknown Disarm any known traps in a line. Uses 31 power out of 100/100 A long rod of an unknown metal. The markings on it suggest a trap being blown apart by some great force. |
rod of trap detection (1/1)2.0 rod charm [Normal] Unknown Detect traps in a radius of 25. Uses 7 power out of 10/10 A short rod of an unknown metal. The markings on it suggest a trap surrounded by eyes. |
Aerugaba [power 165] (10 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Acc +15 (+0 eff.) ----- def ----- Resists +6% blight +12% darkness +15% acid Die.at -40.00 life Disease- +20% Pinning- +20% Blast the opponent's mind dealing 196 mind damage and silencing them for 4 turns Puts all charms on 10 cooldown 100% to heal for 60. Torques are made by powerful psionics to store psionic powers. |
evasive steel torque of mindblast [power 150] (10 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 178 mind damage and silencing them for 4 turns Puts all charms on 10 cooldown 100% to gain a 19% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Strikewill the dwarven-steel torque of mindblast [power 200] (10 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +9% lightning +3% darkness Res.pen +5% darkness +15% lightning ----- def ----- Resists +6% lightning Blast the opponent's mind dealing 238 mind damage and silencing them for 4 turns Puts all charms on 10 cooldown 100% to increase the duration of 1 beneficial effects by 1. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
soothing dwarven-steel torque of gale force [power 220] (10 cooldown)2.0 T3 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 220 physical damage Puts all charms on 10 cooldown 100% to heal for 41. Torques are made by powerful psionics to store psionic powers. |
innervating stralite torque of clear mind [power 3] (16 cooldown)2.0 T4 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 16 cooldown 100% to reduce fatigue by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle [power 100] (16 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 100 Armor: 0 All Resist: 3 Puts all charms on 16 cooldown Natural totems are made by powerful wilders to store nature power. |
Bokevon the Prismveil [power 260] (10 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +10% mind ----- def ----- Resists +12% acid Mind.save +15 (+0 eff.) ---------- misc Psi/ret +0.04 Light +1 Sting an enemy dealing 312 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 10 cooldown 100% to increase all damage penetration by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+0 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
extending elven-wood totem of healing [power 302] (10 cooldown)2.0 T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 302 Puts all charms on 10 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
Scorchvengeance [power 482] (10 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +12% fire +6% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% temporal Sting an enemy dealing 578 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 10 cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to increase all damage penetration by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Strikewrither [power 9] (10 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Mind.crit +2% Crit.mult +5.00% Dmg.mod +9% mind Melee Ret 4 lightning ---------- misc Equi/ret +0.12 Psi/ret +0.16 Hate/m.crit +1.00 Reveal the area around you, dispelling darkness (radius 9, power 101833 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 10 cooldown 100% to heal for 40. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of shielding 'Floepanic' [power 110] (13 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Phys.pwr +20 (+0 eff.) Melee Ret 6 cold ----- def ----- Defense +5 (+0 eff.) ---------- misc Light +1 See.Invis +9 Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 13 cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive elm wand of conjuration [power 105] (10 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 10156 lightning damage Puts all charms on 10 cooldown 100% to gain a 12% 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. |
overpowered elven-wood wand of clairvoyance [power 18] (12 cooldown)2.0 T4 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 18, power 101842 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 12 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing elven-wood wand of lightning storm [power 308] (10 cooldown)2.0 T4 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 5958 lightning damage and will be dazed for 1 turn (29792 total damage) Puts all charms on 10 cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By TurtleBristlebarb test the Turtle Bristlebarb level 32
51st Regrowth 123rd year of Ascendancy at 04:07 see stats
Against all odds
Killed Ukruk in the ambush.By TurtleBristlebarb test the Turtle Bristlebarb level 32
49th Regrowth 123rd year of Ascendancy at 14:48 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By TurtleBristlebarb test the Turtle Bristlebarb level 35
79th Regrowth 123rd year of Ascendancy at 12:10 see stats
Brave new world
Went to the Far East and took part in the war.By TurtleBristlebarb test the Turtle Bristlebarb level 37
18th Haze 123rd year of Ascendancy at 20:44 see stats
Bringer of Doom
Killed a Bringer of Doom.By TurtleBristlebarb test the Turtle Bristlebarb level 33
54th Regrowth 123rd year of Ascendancy at 04:53 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By TurtleBristlebarb test the Turtle Bristlebarb level 21
75th Haze 122nd year of Ascendancy at 06:28 see stats
Destroyer's bane
Killed Golbug the Destroyer.By TurtleBristlebarb test the Turtle Bristlebarb level 33
54th Regrowth 123rd year of Ascendancy at 13:26 see stats
Dethroned
Vanquished the Glass Golem without letting it use the glass throne to heal.By TurtleBristlebarb test the Turtle Bristlebarb level 20
38th Haze 122nd year of Ascendancy at 21:24 see stats
Earth Master
Killed Harkor'Zun.By TurtleBristlebarb test the Turtle Bristlebarb level 16
33rd Haze 122nd year of Ascendancy at 07:13 see stats
Exterminator
Killed 1000 creatures.By TurtleBristlebarb test the Turtle Bristlebarb level 17
36th Haze 122nd year of Ascendancy at 10:30 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By TurtleBristlebarb test the Turtle Bristlebarb level 15
17th Haze 122nd year of Ascendancy at 09:38 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By TurtleBristlebarb test the Turtle Bristlebarb level 13
74th Dusk 122nd year of Ascendancy at 04:58 see stats
Level 10
Got a character to level 10.By TurtleBristlebarb test the Turtle Bristlebarb level 10
5th Flare 122nd year of Ascendancy at 03:58 see stats
Level 20
Got a character to level 20.By TurtleBristlebarb test the Turtle Bristlebarb level 20
38th Haze 122nd year of Ascendancy at 15:27 see stats
Level 30
Got a character to level 30.By TurtleBristlebarb test the Turtle Bristlebarb level 30
47th Regrowth 123rd year of Ascendancy at 07:03 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By TurtleBristlebarb test the Turtle Bristlebarb level 29
44th Regrowth 123rd year of Ascendancy at 02:22 see stats
Overpowered!
Did over 6000 damage in one attack.By TurtleBristlebarb test the Turtle Bristlebarb level 32
49th Regrowth 123rd year of Ascendancy at 14:48 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By TurtleBristlebarb test the Turtle Bristlebarb level 36
21st Pyre 123rd year of Ascendancy at 22:06 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By TurtleBristlebarb test the Turtle Bristlebarb level 28
31st Regrowth 123rd year of Ascendancy at 16:25 see stats
Shasshhiy'Kaish
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By TurtleBristlebarb test the Turtle Bristlebarb level 18
37th Haze 122nd year of Ascendancy at 00:13 see stats
Size is everything
Did over 1500 damage in one attack.By TurtleBristlebarb test the Turtle Bristlebarb level 31
49th Regrowth 123rd year of Ascendancy at 09:20 see stats
Size matters
Did over 600 damage in one attack.By TurtleBristlebarb test the Turtle Bristlebarb level 31
49th Regrowth 123rd year of Ascendancy at 03:31 see stats
Sliders
Activated a portal using the Orb of Many Ways.By TurtleBristlebarb test the Turtle Bristlebarb level 36
3rd Mirth 123rd year of Ascendancy at 19:40 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By TurtleBristlebarb test the Turtle Bristlebarb level 13
74th Dusk 122nd year of Ascendancy at 05:48 see stats
The Arena
Unlocked Arena mode.By TurtleBristlebarb test the Turtle Bristlebarb level 5
1st Mirth 122nd year of Ascendancy at 19:26 see stats
The Rat Lich
Killed the terrible Rat Lich.By TurtleBristlebarb test the Turtle Bristlebarb level 10
68th Dusk 122nd year of Ascendancy at 22:35 see stats
The bigger the better!
Did over 3000 damage in one attack.By TurtleBristlebarb test the Turtle Bristlebarb level 32
49th Regrowth 123rd year of Ascendancy at 14:48 see stats
The secret city
Discovered the truth about mages.By TurtleBristlebarb test the Turtle Bristlebarb level 13
77th Dusk 122nd year of Ascendancy at 15:51 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By TurtleBristlebarb test the Turtle Bristlebarb level 28
30th Regrowth 123rd year of Ascendancy at 06:25 see stats
Treasure Hunter
Amassed 1000 gold pieces.By TurtleBristlebarb test the Turtle Bristlebarb level 21
75th Haze 122nd year of Ascendancy at 06:28 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By TurtleBristlebarb test the Turtle Bristlebarb level 31
49th Regrowth 123rd year of Ascendancy at 09:32 see stats
You were not supposed to see that!
Read a Forbidden Tome.By TurtleBristlebarb test the Turtle Bristlebarb level 19
37th Haze 122nd year of Ascendancy at 05:23 see stats
Log
Thorn Walker hits Weaver matriarch for 151 Thorn damage.
Thorn Walker killed Weaver young!
Thorn Walker killed Weaver matriarch!
Weaver matriarch's morale has been lowered.
Weaver young's morale has been lowered.
Weaver young's morale has been lowered.
Weaver matriarch spins fate.
Thorn Walker hits Weaver matriarch for 151 Thorn damage.
Thorn Walker killed Weaver matriarch!
Weaver young spins fate.
Thorn Walker hits Weaver young for 151 Thorn damage.
Thorn Walker killed Weaver young!
Weaver young spins fate.
Thorn Walker hits Weaver young for 151 Thorn damage.
Thorn Walker killed Weaver young!
Saving game...
Saving done.
TurtleBristlebarb test deactivates Beyond the Flesh.
You notice a trap (Weaver young's sticky web)!
Weaver young retunes the fabric of spacetime.
Ungolmor's morale has been lowered.
Connection to online server lost, trying to reconnect.
Connection to online server established.





















































































































































































































