










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Golem Speed Lock 1.3.0Adds an option to the Sher'Tul fortress butler to spend some fortress energy enhancing your golem to match your movement speed. Frequently Asked Questions: Viper Class 1.4.0Adds the Viper class, an archer wilder who possesses great speed and access to nature damage. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log White Monk 1.5.3Adds 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. Use Item Shortcuts 1.4.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Cross-tier Luminescence 1.2.4Makes Luminescence a cross-tier effect, so wild infusions will more reliably clear blindness caused by sun infusions. Suggested by Edge. Ashes of Urh'Rok 1.5.0Official 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:
Demon Seed Details 1.4.6
This addon is for all you Demonologists out there. Further modifies demon seed names in your inventory to include details about each seed's mods and stats. No more manually tagging hundreds of seeds! I don't do this LUA/addon stuff too often so please forgive any bugs. Currently, switching invenotry tabs for example will remove the details from the seed names. To fix it just close your inventory and open it again. Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Highblade Class 1.3.1Adds the Highblade class, a very focused arcane blade-style class, using primarily cold and lightning magic, alongside wind. Contains several blatant references. Embers of Rage 1.5.0Official 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:
Playable Mummy Race 1.4.8Adds Mummies as a new type of undead that cripple their enemies and overcome any obstacle. Embalming increases Strength and Willpower Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins. Mummies are initially locked, and unlock by defeating the Mummy Lord Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Ignore Race/Class Locks 1.1.0Modifies 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.] Mindstar and Staff Combat Access 1.3.1I was irked that Mindslayers need to burn a good chunk of cash to open Mindstar Training, which seems like a Talent track they should have open out of the gate. Same with staff-using mages and Staff Combat. So I figured out how to fix it and did! Bastion 1.4.6A complete rework for Bulwark. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Gladiator 1.5.2Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Uncloak of Inconvenience 1.2.5Sets undead starting faction to Allied Kingdoms so you won't die mashing buttons in the world map because you had the AUDACITY to equip that Wrap of Stone. Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: EquipDoll - Clean Item Names 1.5.5Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Breath Variety 1.3.0Wyrmic breaths scale with best of strength, willpower, magic. Better Item Description 1.5.5This 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 Embers Empyreal 1.4.0Adds the Empyreal class, using gravity and the new celestial trees from Embers. Errors without it. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack. That said, I don't think the Empyreal is working correctly, and it might be beyond my abilities to fix it. Sorry! Verdant Class Pack 1.5.2Content 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: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Bastion |
| Level / Exp | 27 / 98% |
| Size | medium |
| Lifes / Deaths | Killed by Pyrna at level 15 on the 15th Dusk 122nd year of Ascendancy at 00:56 0 / 7Killed by snow giant boulder thrower at level 18 on the 26th Haze 122nd year of Ascendancy at 19:26 Killed by skeleton warrior at level 22 on the 57th Haze 122nd year of Ascendancy at 16:35 Killed by weaver matriarch at level 23 on the 57th Haze 122nd year of Ascendancy at 22:54 Killed by skeleton warrior at level 24 on the 62nd Haze 122nd year of Ascendancy at 06:48 Killed by champion of Urh'Rok at level 24 on the 62nd Haze 122nd year of Ascendancy at 23:45 Killed by grave wight at level 27 on the 69th Haze 122nd year of Ascendancy at 04:55 |
| Antimagic | Follower |
Primary Stats
| Strength | 66 (base 58) |
| Dexterity | 15 (base 13) |
| Constitution | 36 (base 38) |
| Magic | 10 (base 10) |
| Willpower | 36 (base 24) |
| Cunning | 21 (base 10) |
Resources
| Life | -95/781 |
| Stamina | 141/178 |
| Equilibrium | 0 |
| Healing Factor | 1.6053203883495 |
| Regeneration | 1.685586407767 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -7 |
| Infravision | 6 |
| See Stealth | 10 |
| See Invisible | 14 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 107 |
| Accuracy | 42 |
| Crit Chance | 13% |
| APR | 33 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 3.3333333333333 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Nature | +9% |
| Lightning | +6% |
| Physical | +11% |
| Mind | +18% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +17% |
| Lightning | +22% |
| Mind | +27% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 62.293769671684 (81.030927835052%) |
| Defense | 26 |
| Ranged Defense | 31 |
| Fatigue | 38 |
| Physical Save | 41 |
| Spell Save | 27 |
| Mental Save | 45 |
Defense: Resistances
| Blight | + 60%( 78%) |
| Physical | + 59%( 78%) |
| Cold | + 49%( 78%) |
| All | + 37%( 78%) |
| Lightning | + 39%( 78%) |
| Darkness | + 42%( 78%) |
| Mind | + 40%( 78%) |
| Arcane | + 45%( 78%) |
| Nature | + 55%( 78%) |
Defense: Immunities
| Stun Resistance | 59% |
| Confusion Resistance | 10% |
| Pinning Resistance | 32% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 43% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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 24% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 244 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Soldier | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Retaliation | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Superiority | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Arms | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Attacks of Opportunity |
| talent | Shield Wall |
| talent | Precise Strikes |
| talent | Iron Guard |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | Reduces physical damage received by 22% and provides a 11% chance to ignore critical hits. Juggernaut |
| beneficial effect | You gain 16% resistance against blight. Resolve |
| beneficial effect | The target is in a frenzy, improving all damage dealt by 12%. Juggernaut |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| detrimental effect | The target is infected by a disease, reducing its constitution by 8 and doing 22.05 blight damage per turn. Rotting Disease |
| beneficial effect | The target ignores pain, reducing all damage taken by 24%. Pain Suppression |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffIn its remains, you found a strange staff. It radiates power and danger and you dare not use it yourself. You should bring it to the elders of Last Hope in the southeast. | 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 grave | active |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You failed to protect the lone alchemist from death by Ce'Nalemirin the cutpurse. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 6 of Dreadfell. Escort: lost tinker (level 6 of Dreadfell)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 67. | 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. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision, which can be used to permanently increase your physical critical strike chance by 4%. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed ice ant stinger. * You've found the needed hummerhorn wing. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed sandworm tooth. * You've found the needed bloated horror heart. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cursed/Endless hunt +0.20 Cunning/Trapping +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Light source | Unlightviper1.0 T3 lite [Random Unique] Disrupt/Master/Psionic While equipped: Stats +5 Cun dps ---------- Phys.pwr +2 (+0 eff.) Dmg.mod +3% darkness Res.pen +10% darkness Acc +6 (+2 eff.) ----- def ----- Resists +3% all +2% physical Spell.save +9 (+5 eff.) Mind.save +8 (+2 eff.) Heal.mod +10% ---------- misc Light -7 Infravis +6 See.Stealth +10 See.Invis +14 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | rough leather cap of strength (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
| On hands | rough leather gloves of war-making (0 def, 1 armour)1.0 T1 hands armor [Ego+] Master While equipped: dps ---------- Phys.crit +5.0% Spell.crit +7% Mind.crit +7% Crit.mult +6.00% ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+0 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 49 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 Disarm- +22% Pinning- +20% Knockbk- +24% Rings can have magical properties. |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 17 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around neck | Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 30 out of 35/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | stralite longsword of amnesia (32-44.8 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Psionic Power 32.0 - 44.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% On Hit: * 25% chance to put talents on cooldown While equipped: Sharp, long, and deadly. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | reinforced stralite shield of arcane resistance (+13%) (10 def, 7 armour, 45.5-54.6 power, 183 block)7.0 T4 shield armor [Ego] Disrupt/Master When used to Attack: Power 45.5 - 54.6 Physical Uses 100% Str Mastery Shield Mastery Acc+ +2.5% procs dam / acc Crit +4.5% Block +183 While equipped: ----- def ----- Armour +7 Defense +10 (+5 eff.) Rng.Def +10 (+5 eff.) Fatigue +14% Resists +13% arcane ---------- misc Talents +4 Block Handheld deflection devices. |
| Cloak | Glereth the Oakwreck (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% nature +18% mind Res.pen +20% mind On Hit (Melee): * Slows global speed by 15% ----- def ----- Defense +2 (+1 eff.) Resists +6% mind +9% nature Phys.save +6 (+2 eff.) Mind.save +10 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | iron plate armour 'Arcpassion' (3 def, 7 armour)17.0 T1 massive armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +15% lightning ----- def ----- Armour +7 Defense +3 (+2 eff.) Fatigue +20% Resists +3% lightning +6% physical +9% darkness Phys.save +12 (+4 eff.) A suit of armour made of metal plates. |
Inventory
cleansing infusion (147 manaburn damage)0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 23 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to cleanse magic from the target, doing 147.00 manaburn damage, and dispelling a magical effect from the target. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the titan (22 nature damage, 26% healing reduction)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 21 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 22.11 nature damage per turn for 7 turns, and reducing the target's healing received by 26%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (426% speed; 6 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 426% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 7; power 21; turns 3; dispels darkness)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 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 brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 3 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 16%; cure physical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd 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 16% for 5 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 16%; cure mental, physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 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 or physical effect and reduce all damage taken by 16% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
invisibility rune (power 11 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 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 11) for 8 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune (power 9 for 7 turns)0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 9) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 55)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 55 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Phoenixsever0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% fire Melee Ret 4 fire ----- def ----- Resists +11% lightning +3% fire +9% blight Stun/Frz- +21% Amulets can have magical properties. |
restful steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Cun ----- def ----- Fatigue -5% HP.reg +1.90 Amulets can have magical properties. |
marksman's gold ring of sensing0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Blind- +20% ---------- misc Infravis +3 See.Stealth +10 See.Invis +7 Rings can have magical properties. |
psionicist's gold ring of speed0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +4 Wil dps ---------- Mov.spd +10% Acc +7 (+2 eff.) ----- def ----- Defense +10 (+5 eff.) Mind.save +8 (+2 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 3.9 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 37% for 5 turns. Rings can have magical properties. |
sneakthief's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +9 (+3 eff.) Rings can have magical properties. |
sneakthief's stralite ring of darkness (+26%)0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Cun +7 Dex dps ---------- Dmg.mod +13% darkness Acc +9 (+3 eff.) ----- def ----- Resists +26% darkness Rings can have magical properties. |
warrior's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +3 Str dps ---------- Acc +8 (+3 eff.) Apr +9 ----- def ----- Armour +6 Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 81% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
warrior's stralite ring of darkness (+28%)0.1 T4 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +14% darkness ----- def ----- Armour +8 Resists +28% darkness Rings can have magical properties. |
acidic stralite battleaxe of nature (41-61.5 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Arcane/Nature Power 41.0 - 61.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +13 acid On Crit: * splashes the target with acid While equipped: dps ---------- Res.pen +10% nature ----- def ----- Resists +7% all Massive two-handed battleaxes. |
dwarven-steel battleaxe (31-46.5 power, 2 apr)3.0 T3 battleaxe 2H weapon [Normal] Power 31.0 - 46.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
dwarven-steel battleaxe of shearing (32-48 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Master Power 32.0 - 48.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +10% physical Res.pen +7% physical Apr +7 Massive two-handed battleaxes. |
Star (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 24,Cun 24 [Unique] Arcane The star shines alone in a moonless sky. Power 25.0 - 32.5 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +20 Crit +20.0% Atk.spd 100% Melee+ +20 light While equipped: dps ---------- Dmg.mod +10% light ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
flaming dwarven-steel dagger of projection (16.5-21.45 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane/Psionic Power 16.5 - 21.4 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +5 fire On Hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Sharp, short and deadly. |
flaming stralite dagger of amnesia (26.5-34.45 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Arcane/Psionic Power 26.5 - 34.5 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% On Hit.r1 +8 fire On Hit: * 25% chance to put talents on cooldown While equipped: Sharp, short and deadly. |
plaguebringer's stralite dagger (28-36.4 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Arcane Power 28.0 - 36.4 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +8 blight On Hit: 10% Epidemic 4 On Hit: * 8% chance to disease While equipped: ----- def ----- Disease- +10% Sharp, short and deadly. |
Obliterator (48-72 power, 10 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 48.0 - 72.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +0.0% Atk.spd 100% 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. |
dwarven-steel greatsword of nature (35.5-56.8 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Nature Power 35.5 - 56.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +12% nature ----- def ----- Resists +6% all Massive two-handed swords. |
insidious dwarven-steel greatsword of ruin (36-57.6 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Nature/Master Power 36.0 - 57.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +35 insidious poison While equipped: dps ---------- Phys.crit +12.0% Crit.mult +17.00% Apr +10 Massive two-handed swords. |
insidious stralite greatsword of erosion (47-75.2 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Nature Power 47.0 - 75.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +23 insidious poison +17 temporal +19 nature Massive two-handed swords. |
plaguebringer's dwarven-steel greatsword (39-62.4 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Arcane Power 39.0 - 62.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 blight On Hit: 10% Epidemic 3 On Hit: * 14% chance to disease While equipped: ----- def ----- Disease- +21% Massive two-handed swords. |
thunderous dwarven-steel greatsword (36-57.6 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Nature Power 36.0 - 57.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 14% chance to daze at end of turn While equipped: Stats +2 Str +3 Dex +5 Mag +3 Wil +2 Cun +3 Con dps ---------- Res.pen +10% lightning Massive two-handed swords. |
Merkul's Second Eye4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Unique] Arcane Acc+ +0.2% crit / acc Atk.spd 125% 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. |
mighty ash longbow of lightning4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +7 Ranged+ +15 lightning While equipped: Stats +3 Str dps ---------- Phys.pwr +12 (+3 eff.) Dmg.mod +17% lightning Longbows are used to shoot arrows at your foes. |
penetrating yew longbow of fire4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Arcane Acc+ +0.2% crit / acc Atk.spd 125% Range +8 Ranged+ +8 fire While equipped: dps ---------- Dmg.mod +17% fire Res.pen +11% physical Phasing +15% Longbows are used to shoot arrows at your foes. |
yew longbow of nature4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Nature Acc+ +0.2% crit / acc Atk.spd 125% Range +8 Ranged+ +18 nature While equipped: dps ---------- Res.pen +12% nature ----- def ----- Resists +8% all Longbows are used to shoot arrows at your foes. |
dwarven-steel longsword (24.5-34.3 power, 4 apr)3.0 T3 longsword 1H weapon [Normal] Power 24.5 - 34.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
plaguebringer's dwarven-steel longsword of vileness (23.5-32.9 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Arcane Power 23.5 - 32.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +23 blight On Hit: 10% Epidemic 3 On Hit: * 24% chance to disease While equipped: ----- def ----- Disease- +16% Sharp, long, and deadly. |
stralite longsword of evisceration (31.5-44.1 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Master Power 31.5 - 44.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% On Crit: * wounds the target for 7 turns: 19 bleeding, 65% reduced healing While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +8 (+2 eff.) Sharp, long, and deadly. |
stralite mace of shearing (37.5-52.5 power, 5 apr)3.0 T4 mace 1H weapon [Ego+] Master Power 37.5 - 52.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +7% physical Res.pen +9% physical Apr +5 Blunt and deadly. |
thunderous dwarven-steel mace (26.5-37.1 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Nature Power 26.5 - 37.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 10% chance to daze at end of turn While equipped: Stats +2 Str +2 Dex +3 Mag +1 Wil +2 Cun +2 Con dps ---------- Res.pen +8% lightning Blunt and deadly. |
truestriking dwarven-steel mace of corruption (27-37.8 power, 4 apr)3.0 T3 mace 1H weapon [Ego++] Arcane/Master Power 27.0 - 37.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 8% chance to inflict 15% damage reduction * 20% chance to curse the target While equipped: dps ---------- Res.pen +8% physical Acc +6 (+2 eff.) Apr +9 Blunt and deadly. |
horrifying thorny mindstar of balance (8-8.8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 8.0 - 8.8 Mind Uses 40% Wil, 20% Cun Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +4% mind +2% darkness Melee Ret 4 mind 4 darkness ----- def ----- Phys.save +4 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +4 (+1 eff.) ---------- misc Equi/ret +1.10 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. |
hungering pulsing mindstar of vitality (13.5-14.85 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 13.5 - 14.9 Mind Uses 45% Wil, 25% Cun Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Against +11% Undead While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) ----- def ----- Resists +9% blight +14% darkness +8% nature ---------- misc Stam/ret +0.60 Hate/kill +2.00 Psi/kill +2.00 Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 70.09 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown 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. |
projecting pulsing mindstar (13.5-14.85 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic This mindstar projects psionic energy if enough is absorbed. Power 13.5 - 14.9 Mind Uses 45% Wil, 25% Cun Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +7% lightning +14% fire +10% cold ---------- misc Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar of vitality (12.5-13.75 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 12.5 - 13.8 Mind Uses 45% Wil, 25% Cun Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Against +16% Undead While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) ----- def ----- Resists +12% blight +13% darkness +9% nature ---------- misc Stam/ret +0.50 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of clarity (9-9.9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 9.0 - 9.9 Mind Uses 40% Wil, 20% Cun Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Mind.save +5 (+1 eff.) ---------- misc Max.psi +21.00 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. |
dwarven-steel ritual blade of ruin (15-19.5 power, 7 apr) dwarven-steel ritual blade of ruin (15-19.5 power, 7 apr)1.0 T3 ritual blade 1H weapon Reqs Mag 20,Dex 20 [Ego+] Master Power 15.0 - 19.5 Physical Uses 45% Mag, 45% Dex Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +6% Crit.mult +11.00% Apr +6 Sharp, short and deadly. |
freezing stralite ritual blade of massacre (24.5-31.85 power, 9 apr) freezing stralite ritual blade of massacre (24.5-31.85 power, 9 apr)1.0 T4 ritual blade 1H weapon Reqs Mag 28,Dex 28 [Ego+] Arcane/Master Power 24.5 - 31.9 Physical Uses 45% Mag, 45% Dex Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% On Crit: * freezes the target in an iceblock with life equal to your spellpower for 4 turns While equipped: dps ---------- Spell.crit +8% Res.pen +10% cold ----- def ----- Ice.pen +10% On Spell Hit: 10% Freeze 1 Sharp, short and deadly. |
mage-hunter's hardened leather sling of true flight4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego++] Disrupt/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +9 While equipped: Stats +3 Cun +2 Wil dps ---------- Phys.crit +8.0% Mind.pwr +7 (+3 eff.) Acc +7 (+2 eff.) On Hit (Ranged): * 11 arcane resource burn ---------- misc Masteries +0.20 Wild-gift/Antimagic Slings are used to hurl stones or metal shots at your foes. |
mighty reinforced leather sling of recursion4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Ego+] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +9 On Hit: 10% Shoot 1 While equipped: Stats +5 Str dps ---------- Phys.pwr +13 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
steady hardened leather sling of lightning4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +8 Ranged+ +16 lightning While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +8% lightning Acc +8 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
Staff of Absorption7.0 staff 2H weapon Reqs Mag 40 [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 100% Mag Acc+ +2.5% procs dam / acc Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+5 eff.) Acc +20 (+7 eff.) Absorb energies. Uses 1000 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
ash magestaff of wizardry (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Wil +2 Mag dps ---------- Spell.crit +2% Spell.pwr +10 (+3 eff.) Dmg.mod +15% fire ---------- misc Max.mana +24.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood starstaff of invocation (25-30 power, 5 apr, temporal element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +18 (+5 eff.) S.pwr/crit +6 Dmg.mod +25% temporal ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 8 cone, dealing 25.89 to 31.07 temporal damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short yew magestaff of illumination (20-24 power, 4 apr, fire element)5.0 T3 staff 1H weapon Reqs Mag 24 [Ego+] Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Acc+ +1.3% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +6% Crit.mult +9.00% Phys.pwr +5 (+1 eff.) Spell.pwr +15 (+4 eff.) Dmg.mod +20% fire Acc +7 (+2 eff.) On Hit (Melee): * 8% chance to blind ----- def ----- Defense +8 (+4 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 33.77 light damage. Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of power (20-24 power, 4 apr, light element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +17 (+4 eff.) Dmg.mod +20% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
chilling stralite waraxe of crippling (31-43.4 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Arcane/Master Power 31.0 - 43.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +10 cold On Crit: * cripple the target While equipped: dps ---------- Phys.crit +9.0% One-handed war axes. |
chilling stralite waraxe of massacre (39.5-55.3 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Arcane/Master Power 39.5 - 55.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +12 cold One-handed war axes. |
dwarven-steel waraxe (18-25.2 power, 4 apr)3.0 T3 waraxe 1H weapon [Normal] Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
dwarven-steel waraxe (18.5-25.9 power, 4 apr)3.0 T3 waraxe 1H weapon [Normal] Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
dwarven-steel waraxe 'Heatworth' (21.5-30.1 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +12 fire On Hit.r1 +4 fire On Crit.r2 +4 fire On Crit: * cripple the target While equipped: dps ---------- Phys.crit +5.0% Res.pen +15% mind ----- def ----- Resists +15% mind +3% fire One-handed war axes. |
dwarven-steel waraxe of evisceration (21.5-30.1 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master Power 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Crit: * wounds the target for 7 turns: 19 bleeding, 65% reduced healing While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +9 (+2 eff.) One-handed war axes. |
hateful stralite waraxe of daylight (33.5-46.9 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Arcane/Psionic Power 33.5 - 46.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +5 darkness +13 light Against +5% Living +12% Undead One-handed war axes. |
truestriking stralite waraxe (34-47.6 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Master Power 34.0 - 47.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +7 (+2 eff.) Apr +12 One-handed war axes. |
truestriking stralite waraxe of the mystic (28-39.2 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Arcane/Master Power 28.0 - 39.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +4 Wil +1 Mag dps ---------- Spell.pwr +5 (+2 eff.) Res.pen +9% physical Acc +8 (+3 eff.) Apr +9 One-handed war axes. |
resilient cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Max.HP +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of the Shaloren (2 def, 0 armour)2.0 T3 cloak armor [Ego] Arcane/Nature While equipped: Stats +2 Wil +2 Mag ----- def ----- Defense +2 (+1 eff.) Max.HP +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
serene cashmere robe (18 def, 0 armour)2.0 T3 cloth armor [Ego] Master While equipped: Stats +3 Wil ----- def ----- Defense +18 (+9 eff.) Mind.save +10 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe (7 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +5% nature ----- def ----- Defense +7 (+4 eff.) Poison- +26% Disease- +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor [Ego+] Master/Psionic While equipped: ----- def ----- Armour +4 Fatigue +3% Phys.save +7 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +10 (+3 eff.) ---------- misc Stam/turn +0.60 Max.stam +18.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +7% cold +7% fire A pair of boots made of leather. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.30 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves of regeneration (0 def, 2 armour)1.0 T3 hands armor [Ego+] Nature While equipped: ----- def ----- Armour +2 HP.reg +2.10 ---------- misc Stam/turn +0.30 Psi/turn +0.15 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T3 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+2 eff.) Melee+ 6 darkness Dmg.mod +5% darkness ----- def ----- Armour +2 Resists +7% darkness Metal gloves protecting the hands up to the middle of the lower arm. |
Velokira the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Wil dps ---------- S.pwr/crit +6 Dmg.mod +9% arcane Res.pen +20% blight +15% arcane Melee Ret 16 blight ----- def ----- Defense +2 (+1 eff.) Phys.save +10 (+4 eff.) Spell.save +30 (+14 eff.) ---------- misc Vim/s.crit +3.00 A pointy cloth hat, very wizardly... |
grounding cashmere wizard hat of frost (+7%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Defense +2 (+1 eff.) Resists +7% lightning +8% temporal +18% cold A pointy cloth hat, very wizardly... |
hardened leather cap of knowledge (0 def, 3 armour)2.0 T3 head armor [Ego+] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
stabilizing hardened leather cap of dexterity (+5) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +5 Dex ----- def ----- Armour +3 Fatigue +3% Phys.save +13 (+5 eff.) A cap made of leather. |
dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor [Normal] While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +16% A suit of armour made of mail. |
enlightening dwarven-steel mail armour of cold resistance (3 def, 8 armour)14.0 T3 heavy armor [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +16% Resists +18% cold Mind.save +13 (+4 eff.) A suit of armour made of mail. |
radiant dwarven-steel mail armour of acid resistance (3 def, 8 armour)14.0 T3 heavy armor [Ego+] Nature/Master While equipped: Stats +3 Wil dps ---------- Melee Ret 7 light ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +16% Resists +10% blight +10% darkness +18% acid ---------- misc Light +1 A suit of armour made of mail. |
searing dwarven-steel mail armour of delving (3 def, 8 armour)14.0 T3 heavy armor [Ego++] Arcane/Master While equipped: Stats +6 Str dps ---------- Melee+ 8 acid 11 fire Melee Ret 9 acid 10 fire ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +16% Resists +11% acid +5% physical +10% darkness +15% fire ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
searing steel mail armour of temporal resistance (2 def, 6 armour)14.0 T2 heavy armor [Ego+] Arcane While equipped: dps ---------- Melee+ 10 acid 14 fire Melee Ret 10 acid 9 fire ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +18% acid +13% fire +15% temporal A suit of armour made of mail. |
rejuvenating hardened leather armour of cold resistance (3 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +8% Resists +19% cold HP.reg +2.00 ---------- misc Stam/turn +1.40 A suit of armour made of leather. |
searing cured leather armour (2 def, 4 armour)9.0 T2 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 8 acid 11 fire Melee Ret 8 acid 8 fire ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +12% acid +10% fire A suit of armour made of leather. |
fortifying stralite plate armour (7 def, 13 armour)17.0 T4 massive armor [Ego+] Master While equipped: Stats +3 Str +4 Con ----- def ----- Armour +13 Defense +7 (+4 eff.) Fatigue +26% Max.HP +30.00 A suit of armour made of metal plates. |
radiant stralite plate armour (7 def, 13 armour)17.0 T4 massive armor [Ego+] Nature While equipped: Stats +2 Wil dps ---------- Melee Ret 7 light ----- def ----- Armour +13 Defense +7 (+4 eff.) Fatigue +26% Resists +10% blight +16% darkness ---------- misc Light +1 A suit of armour made of metal plates. |
spiked dwarven-steel plate armour of natural resilience (5 def, 11 armour)17.0 T3 massive armor [Ego+] Disrupt/Master While equipped: dps ---------- Melee Ret 12 physical ----- def ----- Armour +11 Defense +5 (+3 eff.) Fatigue +24% Resists +13% nature +12% blight D.Red.from +8% Unnatural A suit of armour made of metal plates. |
Earerand the steel shield (6 def, 2 armour, 22.5-27 power, 40 block)7.0 T2 shield armor [Rare] Master When used to Attack: Power 22.5 - 27.0 Physical Uses 100% Str Mastery Shield Mastery Acc+ +2.5% procs dam / acc Crit +3.0% Block +40 On Crit: * smash the target with your shield crippling them While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +12% lightning Crit.dmg- 15.00% Blind- +30% Disarm- +15% Knockbk- +10% ---------- misc See.Invis +9 Telepathy Humanoid/Orc Talents +2 Block Handheld deflection devices. |
Lightpower (8 def, 2 armour, 31-37.2 power, 81 block)7.0 T3 shield armor [Rare] Nature When used to Attack: Power 31.0 - 37.2 Physical Uses 100% Str Mastery Shield Mastery Acc+ +2.5% procs dam / acc Crit +3.5% Block +81 Melee+ +12 cold On Hit.r1 +12 light While equipped: dps ---------- Melee+ 5 cold Melee Ret 11 ice On Hit (Melee): * 30% chance to blind ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +6% blight +3% darkness +6% lightning ---------- misc Talents +3 Block Handheld deflection devices. |
acidic dwarven-steel shield of fire resistance (+16%) (8 def, 2 armour, 30-36 power, 77.5 block)7.0 T3 shield armor [Ego] Nature/Master When used to Attack: Power 30.0 - 36.0 Physical Uses 100% Str Mastery Shield Mastery Acc+ +2.5% procs dam / acc Crit +3.5% Block +78 On Hit: * 18% chance to corrode armour by 30% While equipped: dps ---------- Melee+ 5 acid Melee Ret 10 acid ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +16% fire ---------- misc Talents +3 Block Handheld deflection devices. |
living dwarven-steel shield of lightning resistance (+12%) (8 def, 2 armour, 26.5-31.8 power, 77.5 block)7.0 T3 shield armor [Ego+] Nature/Master When used to Attack: Power 26.5 - 31.8 Physical Uses 100% Str Mastery Shield Mastery Acc+ +2.5% procs dam / acc Crit +3.5% Block +78 Melee+ +14 nature While equipped: dps ---------- Melee Ret 12 nature ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +12% blight +12% nature +18% lightning Max.HP +66.00 ---------- misc Talents +3 Block Handheld deflection devices. |
shocking stralite shield of physical resistance (+16%) (10 def, 2 armour, 50-60 power, 140.5 block)7.0 T4 shield armor [Ego] Nature/Master When used to Attack: Power 50.0 - 60.0 Physical Uses 100% Str Mastery Shield Mastery Acc+ +2.5% procs dam / acc Crit +4.5% Block +140 On Hit: * 17% chance to daze at end of turn While equipped: dps ---------- Melee+ 6 lightning Melee Ret 19 lightning ----- def ----- Armour +2 Defense +10 (+5 eff.) Rng.Def +10 (+5 eff.) Fatigue +14% Resists +16% physical ---------- misc Talents +4 Block Handheld deflection devices. |
granite wardstone of the delver granite wardstone of the delver1.0 T2 wardstone armor Reqs Mag 15 [Ego+] Arcane While equipped: ----- def ----- Defense +4 (+2 eff.) Resists +9% fire +7% darkness +5% physical Dmg.red +2 all Proj.slow +15% ---------- misc Light +2 Wards +1 fire +2 darkness +2 physical Talents +2 Ward Handheld warding devices |
hating obsidian wardstone of fire warding hating obsidian wardstone of fire warding1.0 T4 wardstone armor Reqs Mag 25 [Ego+] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Defense +8 (+4 eff.) Resists +10% fire Dmg.red +4 all Proj.slow +25% ---------- misc Hate/turn +0.30 Max.hate +17.00 Wards +3 fire Talents +1 Ward Handheld warding devices |
solar obsidian wardstone of light warding solar obsidian wardstone of light warding1.0 T4 wardstone armor Reqs Mag 25 [Ego] Arcane While equipped: Stats +3 Cun dps ---------- Dmg.mod +13% light ----- def ----- Defense +8 (+4 eff.) Resists +12% light Dmg.red +4 all Proj.slow +25% ---------- misc Max.P.En +13.00 Wards +2 light Talents +3 Ward Handheld warding devices |
elemental quiver of yew arrows (18/18, 31-43.4 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego+] Arcane Power 31.0 - 43.4 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 18 On Hit: * Random elemental explosion Arrows are used with bows to pierce your foes to death. |
plaguebringer's quiver of elven-wood arrows of crippling (21/21, 42.5-59.5 power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Ego++] Arcane/Master Power 42.5 - 59.5 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +14 Crit +11.5% Capacity 21 Ranged+ +14 blight On Hit: 10% Epidemic 4 On Hit: * 8% chance to disease On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
plaguebringer's quiver of yew arrows of accuracy (17/17, 29.5-41.3 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego+] Arcane/Master Power 29.5 - 41.3 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Acc +14 Apr +10 Crit +2.0% Capacity 17 Ranged+ +12 blight On Hit: 10% Epidemic 3 On Hit: * 17% chance to disease Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows 'Gorontir' (17/17, 31-43.4 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Rare] Master Power 31.0 - 43.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Acc +12 Apr +10 Crit +2.0% Capacity 17 Ranged+ +28 acid +4 arcane +40 blight On Crit.r2 +12 acid Arrows are used with bows to pierce your foes to death. |
sentry's quiver of elven-wood arrows (48/48, 50-70 power, 22 apr)3.0 T4 arrow ammo Reqs Dex 35 [Ego+] Arcane Power 50.0 - 70.0 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +22 Crit +2.5% Capacity 48 Rld cld 3 Arrows are used with bows to pierce your foes to death. |
sentry's quiver of yew arrows of accuracy (56/56, 31.5-44.1 power, 16 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego+] Arcane/Master Power 31.5 - 44.1 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Acc +23 Apr +16 Crit +2.0% Capacity 56 Rld cld 1 Arrows are used with bows to pierce your foes to death. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Yarytar the dwarven lantern1.0 T5 lite [Random Unique] Master/Psionic While equipped: Stats +3 Wil dps ---------- Mind.crit +5% Mind.pwr +6 (+3 eff.) Dmg.mod +9% mind Res.pen +15% mind ----- def ----- Resists +9% cold Mind.save +4 (+1 eff.) Disease- +15% Confus- +10% ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
bright alchemist's lamp of clarity1.0 T3 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +5 (+1 eff.) ---------- misc Light +6 See.Stealth +5 See.Invis +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright alchemist's lamp of corpselight1.0 T3 lite [Ego+] Arcane/Master While equipped: dps ---------- Spell.crit +4% Spell.pwr +5 (+2 eff.) ----- def ----- Resists +9% blight +8% darkness ---------- misc Light +6 Infravis +5 See.Invis +9 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 20 blight damage or heals 30 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
ethereal alchemist's lamp0.0 T3 lite [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +9 (+3 eff.) ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching alchemist's lamp of corpselight1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) Melee Ret 12 fire ----- def ----- Resists +8% blight +8% fire +7% darkness ---------- misc Light +3 Infravis +4 See.Invis +6 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 20 blight damage or heals 30 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 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. |
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. |
hateful pouch of stralite shots (21/21, 42-50.4 power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Ego+] Psionic Power 42.0 - 50.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 21 Ranged+ +9 darkness Against +7% Living Shots are used with slings to pummel your foes to death. |
slimey pouch of dwarven-steel shots (18/18, 34.5-41.4 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Disrupt Power 34.5 - 41.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 18 On Hit: * Slows global speed by 8% Shots are used with slings to pummel your foes to death. |
supercharged stralite torque of mindblast [power 341] (7 cooldown)2.0 T4 torque charm [Ego] Psionic Fire a blast of psionic energies in a range 7 beam dealing 170.50 to 341.00 mind damage Puts all charms on 7 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged stralite torque of mindblast [power 365] (7 cooldown)2.0 T4 torque charm [Ego] Psionic Fire a blast of psionic energies in a range 7 beam dealing 182.50 to 365.00 mind damage Puts all charms on 7 cooldown Torques are made by powerful psionics to store psionic powers. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
bright yew wand of firewall [power 165] (6 cooldown)2.0 T3 wand charm [Ego] Arcane Creates a wall of flames lasting 4 turns (dealing 165 fire damage overall) Puts all charms on 6 cooldown 100% to regenerate 4 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Pyrna the Cornac Bastion level 16
26th Dusk 122nd year of Ascendancy at 09:42 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Pyrna the Cornac Bastion level 17
24th Haze 122nd year of Ascendancy at 21:13 see stats
Exterminator
Killed 1000 creatures.By Pyrna the Cornac Bastion level 19
40th Haze 122nd year of Ascendancy at 07:16 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Pyrna the Cornac Bastion level 20
43rd Haze 122nd year of Ascendancy at 16:18 see stats
Level 10
Got a character to level 10.By Pyrna the Cornac Bastion level 10
7th Mirth 122nd year of Ascendancy at 12:38 see stats
Level 20
Got a character to level 20.By Pyrna the Cornac Bastion level 20
42nd Haze 122nd year of Ascendancy at 03:50 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Pyrna the Cornac Bastion level 16
36th Dusk 122nd year of Ascendancy at 01:19 see stats
Size matters
Did over 600 damage in one attack.By Pyrna the Cornac Bastion level 23
59th Haze 122nd year of Ascendancy at 06:41 see stats
That was close
Killed your target while having only 1 life left.By Pyrna the Cornac Bastion level 24
62nd Haze 122nd year of Ascendancy at 06:48 see stats
The Arena
Unlocked Arena mode.By Pyrna the Cornac Bastion level 10
2nd Summertide 122nd year of Ascendancy at 04:27 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Pyrna the Cornac Bastion level 18
27th Haze 122nd year of Ascendancy at 05:41 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Pyrna the Cornac Bastion level 25
67th Haze 122nd year of Ascendancy at 17:34 see stats
Log
Grave wight's glacial vapour area effect hits Grave wight for 5 cold damage.
Grave wight's glacial vapour area effect hits Vampire for 5 cold damage.
Grave wight's glacial vapour area effect hits Grave wight for 5 cold damage.
Grave wight's glacial vapour area effect hits Grave wight for 5 cold damage.
Grave wight's glacial vapour area effect hits Lesser vampire for 5 cold damage.
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Pyrna uses Aura of Silence.
Grave wight is silenced!
Vampire lord is silenced!
Vampire lord is silenced!
Lesser vampire is silenced!
Grave wight is silenced!
Vampire is silenced!
Grave wight is silenced!
Vampire is silenced!
Grave wight is silenced!
Vampire is enraged by the provocation, moving to attack!
Pyrna is invigorated by the attack!
Provoked from Pyrna drains life from Pyrna!
Vampire slows down.
Vampire starts to bleed.
Provoked from Pyrna hits Pyrna for (1 indomitable), 3 blight (3 total damage).
Pyrna hits Vampire for 1 healing, 184 physical (184 total damage) [1 healing].
Vampire misses Pyrna.
Grave wight is enraged by the provocation, moving to attack!
Vampire lord is enraged by the provocation, moving to attack!
Pyrna is invigorated by the attack!
Pyrna is freed from the impending doom.
Grave wight misses Pyrna.
Saving game...

















































































































