Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. Infinite Dungeon Merchants 1.5.10 Race: Banshee 1.5.0Adds Banshees as a new type of undead that harrow enemies with their sorrowful voices. Silence and confuse enemies. Banshees begin in a small starting zone of their own. Banshees are unlocked if you have unlocked any other undead. 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. Shaman 1.5.10DescriptionThis 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. Emblazoned 1.3.0Adds additional fire and darkness trees for defiler classes, and the emblazoned class, who uses a mixture of them and Uhr'rok talents. 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:
Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Doctornull's Class Pack 1.5.10This 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. Everyone Options 1.4.5Starts characters off with category points instead of categories known. Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Glutton Additions 1.5.10Adds to glutton class, reorders class generics, and mods glutton talents. Requires orcs dlc for new steam resource. Requires Glutton mod https://te4.org/games/addons/tome/glutton. Possession type unlock 1.5.8Removes the creature type limit of Possession. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Grove Keeper 1.5.10Adds 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. Monsters tiles set 1.5.10Description Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Этот аддон позволит вам играть за Существо. Добавляет дополнительный сет тайлов, состоящий из слизней, шмелей, варгов, кошачьих и призраков в меню 'Custom tiles' Не меняет ветки скиллов или характеристики! Установка: Удаление: или в игре: Forbidden Cults 1.5.9Official 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. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Steamshaper Subclass 1.5.3Adds the Steamshaper, a Tinker Subclass. "Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.", ["steamtech/chemistry"] Inferno Race Patch for ID and Arena 1.5.5A patch to allow races added by the Inferno Race Pack addon to be created in the Arena and Infinite Dungeon. Requires astralInferno's Inferno Race Pack (or one of the addons which adds these races seperately) to have any effect. Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Inferno Race Pack 1.4.0Adds a collection of my races. 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: Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Infinite Cat Points 1.4.0One Cat Point per level. 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:
ZOmnibus Addon Pack 1.5.0Combines 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: Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Embers With All Races 1.5.10Adds 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). 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! Items Vault 1.5.0Donators/Buyers bonus! 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! Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Slightly More Adventurous 1.1.0Allows 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. Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Spell Merchants 1.5.10
This Mod adds: 12 Merchants that will sell all Talents, as well as Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue Jewelry, Armor & Weapons! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns.
New Bosses:There are 8 new bosses that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) *Bosses will drop gold on death*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon, talents that require a 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 mods that change the world map file (eyal.lua) *The only currently known conficting mod* is \"Extra Dungeons\" If you like this addon please show your support by hitting that thumbs up button! I've currently spent 200+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements.
If you like this addon please consider rating it :) Possessor Tweaks 1.5.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Witherer Class 1.5.10The Witherer is a Corruptor that focusses on slowly killing their enemies. Custom Difficulty 1.5.10Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Better Item Description 1.5.10This 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 Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Verdant Class Pack 1.5.10Content 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 | Custom Exploration |
Sex | Male |
Race | Maj'Eyal Whitehoof |
Class | Witherer |
Level / Exp | 31 / 61% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 76 (base 56) |
Dexterity | 63 (base 55) |
Constitution | 77 (base 50) |
Magic | 83 (base 55) |
Willpower | 77 (base 55) |
Cunning | 74 (base 55) |
Resources
Mana | 1065/1065 |
Equilibrium | 540 |
Vim | 450/450 |
Life | 17399/17399 |
Psi | 617/617 |
Healing Factor | 1.5068825910931 |
Regeneration | 549.18336032388 |
Speed
Mental | +230% |
Attack | +230% |
Movement | +280% |
Spell | +230% |
Global | +280% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 9 |
See Stealth | 78.311476430795 |
See Invisible | 79.311476430795 |
Offense: Mainhand
Damage | 49 |
Accuracy | 69 |
Crit Chance | 68% |
APR | 149 |
Speed | 0.30 |
Offense: Offhand
Damage | 32 |
Accuracy | 69 |
Crit Chance | 70% |
APR | 150 |
Speed | 0.27 |
Offense: Spell
Spellpower | 185 |
Crit Chance | 82% |
Speed | 0.3030303030303 |
Cooldown Reduction | 58.5 |
Offense: Mind
Mindpower | 184 |
Crit Chance | 68% |
Speed | 0.3030303030303 |
Offense: Damage Bonus
Acid | +137% |
Blight | +181% |
Arcane | +63% |
Mind | +91% |
All | 0% |
Physical | +128% |
Lightning | +70% |
Light | +73% |
Temporal | +66% |
Darkness | +81% |
Cold | +71% |
Fire | +69% |
Nature | +206% |
Offense: Damage Penetration
Acid | +141% |
Blight | +189% |
Arcane | +91% |
Mind | +66% |
All | +6% |
Physical | +116% |
Lightning | +66% |
Light | +66% |
Temporal | +86% |
Darkness | +111% |
Cold | +66% |
Fire | +66% |
Nature | +106% |
Defense: Base
Armour (hardiness) | 199 (100%) |
Defense | 89 |
Ranged Defense | 91 |
Fatigue | 0 |
Physical Save | 137 |
Spell Save | 138 |
Mental Save | 134 |
Defense: Resistances
Acid | +100%(100%) |
Blight | + 94%(100%) |
Arcane | + 84%(100%) |
Mind | + 98%(100%) |
All | + 60%(100%) |
Physical | + 88%(100%) |
Lightning | + 87%(100%) |
Light | + 92%(100%) |
Temporal | + 95%(100%) |
Darkness | + 89%(100%) |
Cold | + 92%(100%) |
Fire | + 90%(100%) |
Nature | +100%(100%) |
Defense: Immunities
Stun Resistance | 20% |
Poison Resistance | 100% |
Blind Resistance | 25% |
Silence Resistance | 87% |
Bleed Resistance | 100% |
Teleport Resistance | 10% |
Pinning Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 39% |
Inscriptions (2/5)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 67.60 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Class Talents
Corruption / Acid | 1.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Blight | 3.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Decay | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Entropy | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Toxins | 6.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Rot | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Poison | 9.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Swarm | 3.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Dissolution | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Plague | 3.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Suffering | 7.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Stone alchemy | 0.80 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Vile life | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Curses | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Hexes | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Whitehooves | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Elemental Discord |
talent | Biohazard |
talent | Fluid Form |
talent | Lord of the Flies |
talent | Dark Ritual |
talent | Corrosive Bubble |
talent | Infestation |
beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
detrimental effect | On death will restore to the source up to 8 times the vim's worth. Bleak Outcome |
beneficial effect | You have 5 charges. Death Momentum |
beneficial effect | The target filled with the spirit of the vorpal bunny! Granting +10% critical chance! Vorpal Bunny! |
Quests
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 abandoned injured seer to death. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the lone alchemist from death by jus. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You abandoned worried loremaster to death. Escort: worried loremaster (level 3 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin! | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Shax the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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. | active |
Equipment
On feet | Cyrerin the pair of rough leather boots (0 def, 1 armour) Cyrerin the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Dex +3 Con +7 Lck dps ---------- Dmg.mod +12% blight Res.pen +25% blight +20% acid On Hit (Melee): * 20% chance to disease ----- def ----- Armour +1 Fatigue +1% Resists +7% lightning +6% temporal Stealth +6 Rush: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Light source | brass lantern 'Ce'Novena' brass lantern 'Ce'Novena'1.0 T1 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Wil +4 Mag dps ---------- Spell.pwr +6 (+0 eff.) Dmg.mod +6% mind Res.pen +6% all Apr +6 ----- def ----- Defense +9 (+2 eff.) Rng.Def +9 (+1 eff.) Resists +9% acid +1% physical +12% light +3% cold +3% nature Mind.save +6 (+1 eff.) Knockbk- +5% ---------- misc Light +5 See.Stealth +6 See.Invis +7 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. |
On head | Arcgore the linen wizard hat (1 def, 0 armour) Arcgore the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +8 Wil dps ---------- Mind.pwr +4 (+0 eff.) Dmg.mod +21% acid +11% cold On Hit (Melee): * 30% chance to corrode armour by 30% * 15% chance to daze at end of turn ----- def ----- Defense +1 (+0 eff.) Resists +16% cold Phys.save +6 (+1 eff.) A pointy cloth hat, very wizardly... |
On hands | Glarewell the hardened leather gloves (0 def, 13 armour) Glarewell the hardened leather gloves (0 def, 13 armour)1.0 T3 hands armor [Random Unique] Arcane/Nature While equipped: Stats +11 Con dps ---------- Melee+ 9 acid 13 light Dmg.mod +8% acid +9% fire +13% light ----- def ----- Armour +13 Hardiness +11% Resists +7% acid +8% physical +9% light +15% fire HP.reg +4.20 ---------- misc Stam/turn +0.70 Psi/turn +0.22 Light +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | steel torque of clear mind 'Faligrim' [power 2] (6 cooldown) steel torque of clear mind 'Faligrim' [power 2] (6 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +12% acid +6% temporal Res.pen +15% acid +10% temporal On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Talents +4 Telekinetic Blast +3 Silence Cooldown Silence -1 Absorb and nullify at most 2 detrimental mental status effects in the next 10 turns Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | Faluhell Faluhell0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Mag +4 Cun +2 Con dps ---------- Spell.pwr +7 (+0 eff.) Dmg.mod +3% arcane +12% mind Res.pen +25% arcane Acc +8 (+2 eff.) Apr +11 Melee Ret 8 arcane ----- def ----- Defense +9 (+2 eff.) Resists +6% mind Spell.save +13 (+1 eff.) ---------- misc Max.stam +18.00 Disengage: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
On fingers | Obsidianravage Obsidianravage0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +10 Cun +6 Wil dps ---------- Mind.pwr +7 (+1 eff.) Melee+ 5 bleed Ranged+ 9 bleed Dmg.mod +6% darkness Res.pen +20% darkness +10% temporal On Hit (Melee): * 12% chance to cause random gloom * 30% chance to gain 10% of a turn (3/turn limit) On Hit (Ranged): * 11% chance to cause random gloom ----- def ----- Resists +6% temporal Silence- +32% ---------- misc Mana/turn +0.16 Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 12 cooldown Level 4.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
Around neck | gold amulet 'Fulonaribar' gold amulet 'Fulonaribar'0.1 T3 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Dex +5 Mag dps ---------- Crit.mult +14.00% Dmg.mod +6% physical Res.pen +10% physical Acc +7 (+1 eff.) Apr +16 ----- def ----- Resists +16% temporal Phys.save +19 (+3 eff.) Spell.save +16 (+2 eff.) Mind.save +13 (+2 eff.) Max.HP +20.00 Heal.mod +10% Pinning- +25% Knockbk- +34% ---------- misc Max.stam +20.00 Amulets can have magical properties. |
In main hand | steel ritual blade 'Jetquake' (9.5-12.35 power, 6 apr) steel ritual blade 'Jetquake' (9.5-12.35 power, 6 apr)1.0 T2 ritual blade 1H weapon [Random Unique] Arcane Power 9.5 - 12.4 Physical Uses 45% Mag, 45% Dex Acc+ +0.5% APR / acc Apr +6 Crit +4.0% Atk.spd 100% Dmg.conv 13% darkness 12% lightning On Crit: * infects the target causing blight damage equal to half your spellpower per turn and reducing their healing factor and disease resistance by half your spellpower, for 4 turns While equipped: dps ---------- Spell.crit +4% Dmg.mod +10% lightning +15% darkness +6% nature Res.pen +11% blight On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Resists +6% nature +12% darkness ---------- misc Light -1 Infravis +1 On Spell Hit: 10% Soul Rot 2 Sharp, short and deadly. |
Around waist | Halenarithad Halenarithad1.0 T1 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Str +4 Mag +3 Wil +4 Con dps ---------- Spell.crit +4% Phys.pwr +6 (+2 eff.) Phasing +20% ----- def ----- Defense +10 (+2 eff.) Resists +3% nature Phys.save +6 (+1 eff.) Stealth +7 Blind- +25% Poison- +10% Disease- +5% Silence- +5% Teleport- +10% ---------- misc Mana/turn +0.04 Size +1 A belt that goes around your waist. |
In off hand | Silymina the dwarven-steel ritual blade (24-31.2 power, 7 apr) Silymina the dwarven-steel ritual blade (24-31.2 power, 7 apr)1.0 T3 ritual blade 1H weapon [Random Unique] Arcane/Nature/Master Power 24.0 - 31.2 Physical Uses 45% Mag, 45% Dex Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 111% Melee+ +9 blinding light On Crit: * infects the target causing blight damage equal to half your spellpower per turn and reducing their healing factor and disease resistance by half your spellpower, for 4 turns While equipped: Stats +3 Dex dps ---------- Spell.crit +6% Res.pen +27% blight Melee Ret 8 mind 8 blight On Hit (Melee): * 10% chance to disease ----- def ----- Defense +15 (+3 eff.) Resists +15% mind ---------- misc Light +3 On Spell Hit: 10% Soul Rot 3 Illuminate: Puts all charms on 4 cooldown Level 1.0 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 6 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 318.42 light damage. Sharp, short and deadly. |
Cloak | Camuharahad the Jetbore (1 def, 0 armour) Camuharahad the Jetbore (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) Dmg.mod +3% mind Res.pen +25% darkness Melee Ret 12 darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Defense +1 (+0 eff.) Fatigue -3% Resists +15% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature Phys.save +10 (+2 eff.) Spell.save +10 (+1 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
phase door rune (range 10; power 15; dur 5) phase door rune (range 10; power 15; dur 5)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 3 Travel.spd instantaneous Usage Speed Spell (30% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Angolwen Academy Training Token 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.) |
copper amulet 'Splendournull' copper amulet 'Splendournull'0.1 T1 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +4 Wil +4 Cun +4 Con dps ---------- Mind.pwr +2 (+0 eff.) Mov.spd +10% Dmg.mod +3% mind Res.pen +5% mind Melee Ret 8 light ----- def ----- Fatigue -5% Resists +6% physical Mind.save +30 (+5 eff.) HP.reg +0.40 ---------- misc Stam/turn +0.80 Equi/ret +0.04 Amulets can have magical properties. |
restful copper amulet restful copper amulet0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +0.90 Amulets can have magical properties. |
steel amulet 'Ketir' steel amulet 'Ketir'0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +3 Wil dps ---------- Crit.mult +11.00% Spell.pwr +8 (+0 eff.) Mind.pwr +8 (+1 eff.) Dmg.mod +9% blight +8% fire ----- def ----- Armour +2 Spell.save +30 (+4 eff.) Mind.save +8 (+1 eff.) Heal.mod +15% Blind- +42% Disarm- +20% Confus- +14% ---------- misc Infravis +4 Sight +2 See.Invis +8 Masteries +0.22 Corruption/Bone Amulets can have magical properties. |
steel amulet of constitution (+4) steel amulet of constitution (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con Amulets can have magical properties. |
steel ring 'Mardaragavon' steel ring 'Mardaragavon'0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Cun +8 Mag dps ---------- Spell.crit +3% Spell.pwr +10 (+1 eff.) S.pwr/crit +10 Melee+ 29 light Ranged+ 27 light Acc +10 (+2 eff.) Apr +9 On Hit (Melee): * 18% chance to blind On Hit (Ranged): * 18% chance to blind ----- def ----- Defense +8 (+1 eff.) Spell.save +3 (+0 eff.) Max.HP +27.00 Disarm- +29% Pinning- +30% Knockbk- +24% ---------- misc Mana/turn +0.04 Mana/s.crit +3.00 Disengage: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
elm vilestaff (10-12 power, 2 apr, darkness element) elm vilestaff (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+0 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Doursorrow the ash magestaff (15-18 power, 3 apr, lightning element) Doursorrow the ash magestaff (15-18 power, 3 apr, lightning element)5.0 T2 staff 1H weapon [Random Unique] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +1.3% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +8 temporal On Hit: * 40% chance to inflict 15% damage reduction While equipped: Stats +3 Mag +3 Wil dps ---------- Phys.crit +6.0% Spell.crit +10% Crit.mult +9.00% Phys.pwr +7 (+2 eff.) Spell.pwr +19 (+2 eff.) Mov.spd +13% Dmg.mod +15% lightning +21% temporal Res.pen +5% temporal Acc +8 (+2 eff.) ----- def ----- Phys.save +7 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +9 (+2 eff.) ---------- misc Max.enc +16 Max.mana +30.00 Max.stam +18.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff (15-18 power, 3 apr, fire element) ash magestaff (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Normal] 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: dps ---------- Spell.crit +2% Spell.pwr +6 (+0 eff.) Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Adeldakira' (15-18 power, 3 apr, darkness element) ash vilestaff 'Adeldakira' (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 arcane While equipped: Stats +6 Wil dps ---------- Spell.crit +13% Crit.mult +5.00% Spell.pwr +13 (+1 eff.) Dmg.mod +15% darkness Melee Ret 8 blight ----- def ----- Resists +5% arcane ---------- misc Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 7) dealing 56.27 to 67.52 darkness damage Puts all charms on 3 cooldown Staves designed for wielders of magic, by the greats of the art. |
defender's ash magestaff (15-18 power, 3 apr, fire element) defender's ash magestaff (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Master 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: dps ---------- Spell.crit +2% Spell.pwr +6 (+0 eff.) Dmg.mod +15% fire ----- def ----- Defense +6 (+1 eff.) Phys.save +2 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
druid's ash magestaff (15-18 power, 3 apr, fire element) druid's ash magestaff (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego+] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Dmg.conv 29% nature While equipped: Stats +1 Wil dps ---------- Spell.crit +2% Spell.pwr +6 (+0 eff.) Dmg.mod +7% nature +15% fire Res.pen +6% nature ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
feathered ash magestaff of illumination (15-18 power, 3 apr, cold element) feathered ash magestaff of illumination (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego] Nature 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: dps ---------- Spell.crit +2% Spell.pwr +6 (+0 eff.) Dmg.mod +15% cold Acc +6 (+1 eff.) On Hit (Melee): * 7% chance to blind ----- def ----- Defense +11 (+2 eff.) Fatigue -5% ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 1.0 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 6 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 318.42 light damage. Staves designed for wielders of magic, by the greats of the art. |
earthen yew starstaff (20-24 power, 4 apr, temporal element) earthen yew starstaff (20-24 power, 4 apr, temporal element)5.0 T3 staff 2H weapon [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 +9 (+1 eff.) Dmg.mod +20% temporal ----- def ----- Armour +4 Hardiness +3% Phys.save +5 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of illumination (20-24 power, 4 apr, cold element) yew magestaff of illumination (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Ego] Nature 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 +9 (+1 eff.) Dmg.mod +20% cold On Hit (Melee): * 8% chance to blind ----- def ----- Defense +7 (+1 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 2.0 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 428.81 light damage. Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of illumination (20-24 power, 4 apr, darkness element) yew starstaff of illumination (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego] Nature 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 +9 (+1 eff.) Dmg.mod +20% darkness On Hit (Melee): * 7% chance to blind ----- def ----- Defense +7 (+1 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 2.0 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 428.81 light damage. Staves designed for wielders of magic, by the greats of the art. |
balanced steel battleaxe of erosion (19.5-29.25 power, 2 apr) balanced steel battleaxe of erosion (19.5-29.25 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Nature/Master Power 19.5 - 29.3 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +9 nature +12 temporal While equipped: dps ---------- Acc +7 (+1 eff.) ----- def ----- Defense +10 (+2 eff.) Disarm- +31% Massive two-handed battleaxes. |
flaming steel battleaxe of daylight (23-34.5 power, 2 apr) flaming steel battleaxe of daylight (23-34.5 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 23.0 - 34.5 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +12 light Against +7% Undead On Hit.r1 +9 fire Massive two-handed battleaxes. |
steel battleaxe of massacre (29-43.5 power, 2 apr) steel battleaxe of massacre (29-43.5 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Master Power 29.0 - 43.5 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
steel greatsword of daylight (27-43.2 power, 2 apr) steel greatsword of daylight (27-43.2 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 27.0 - 43.2 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 light Against +7% Undead Massive two-handed swords. |
balanced steel longsword of massacre (22-30.8 power, 3 apr) balanced steel longsword of massacre (22-30.8 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+1 eff.) ----- def ----- Defense +5 (+1 eff.) Disarm- +26% Sharp, long, and deadly. |
steel longsword of massacre (23-32.2 power, 3 apr) steel longsword of massacre (23-32.2 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 23.0 - 32.2 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
Ularin the steel mace (14-19.6 power, 3 apr) Ularin the steel mace (14-19.6 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Master/Psionic Power 14.0 - 19.6 Lightning Uses 100% Str Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 lightning +11 cold On Hit: * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown While equipped: Stats +6 Str +4 Cun +4 Con dps ---------- Dmg.mod +8% physical Acc +8 (+2 eff.) ----- def ----- Fatigue -4% Crit.dmg- 5.00% ---------- misc Stam/ret +1.10 Infravis +1 Telepathy Humanoid/Orc Blunt and deadly. |
balanced steel mace (13-18.2 power, 3 apr) balanced steel mace (13-18.2 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Master Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+1 eff.) ----- def ----- Defense +6 (+1 eff.) Disarm- +22% Blunt and deadly. |
steel mace of phasing (13.5-18.9 power, 10 apr) steel mace of phasing (13.5-18.9 power, 10 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +10 Crit +1.0% Atk.spd 100% Phasing +10% Blunt and deadly. |
Nerugabrenor the steel waraxe (14-19.6 power, 3 apr) Nerugabrenor the steel waraxe (14-19.6 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 111% On Hit.r1 +18 fire On Hit: * 10% chance to inflict 15% damage reduction * 20% chance to curse the target While equipped: Stats +3 Dex +7 Mag +2 Cun +2 Con dps ---------- Acc +9 (+2 eff.) ----- def ----- Fatigue -6% Resists +12% acid Crit.dmg- 10.00% One-handed war axes. |
arcing steel waraxe of vileness (11-15.4 power, 3 apr) arcing steel waraxe of vileness (11-15.4 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 blight +7 lightning On Hit: * 7% chance to disease * 25% chance for lightning to arc to a second target One-handed war axes. |
steel waraxe of massacre (21.5-30.1 power, 3 apr) steel waraxe of massacre (21.5-30.1 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Master Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
dwarven-steel waraxe of erosion (18.5-25.9 power, 4 apr) dwarven-steel waraxe of erosion (18.5-25.9 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Nature Power 18.5 - 25.9 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +9 nature +7 temporal One-handed war axes. |
insidious steel dagger of massacre (17.5-22.75 power, 6 apr) insidious steel dagger of massacre (17.5-22.75 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature/Master Power 17.5 - 22.8 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 insidious poison Sharp, short and deadly. |
steel dagger of massacre (16.5-21.45 power, 6 apr) steel dagger of massacre (16.5-21.45 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 16.5 - 21.4 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
dwarven-steel dagger 'Venomstreaker' (16.5-21.45 power, 7 apr) dwarven-steel dagger 'Venomstreaker' (16.5-21.45 power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master Power 16.5 - 21.4 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +4 blight +11 temporal On Hit.r1 +11 fire On Crit.r2 +8 nature On Hit: 10% Epidemic 3 On Hit: * 9% chance to disease While equipped: dps ---------- Dmg.mod +6% physical Res.pen +8% physical Apr +8 Melee Ret 9 temporal ----- def ----- Resists +3% blight +7% temporal Crit.dmg- 15.00% Mind.save +9 (+2 eff.) Disease- +16% Knockbk- +25% ---------- misc Telepathy Humanoid/Orc Sharp, short and deadly. |
Eye of Summer (8-8.8 power, 18 apr, fire damage) Eye of Summer (8-8.8 power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 35% Wil, 15% Cun Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
Obsidianqueen (5-5.5 power, 18 apr, nature damage) Obsidianqueen (5-5.5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 5.0 - 5.5 Nature Uses 35% Wil, 15% Cun Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+0 eff.) Res.pen +5% darkness On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% acid +3% light +5% arcane +9% nature Max.HP +10.00 HP.reg +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. |
blooming vined mindstar (4.5-4.95 power, 18 apr, mind damage) blooming vined mindstar (4.5-4.95 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 4.5 - 5.0 Mind Uses 35% Wil, 15% Cun Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+0 eff.) ----- def ----- Heal.mod +10% Heal/summ +12 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. |
blooming vined mindstar of balance (4.5-4.95 power, 18 apr, nature damage) blooming vined mindstar of balance (4.5-4.95 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 4.5 - 5.0 Nature Uses 35% Wil, 15% Cun Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+0 eff.) ----- def ----- Phys.save +3 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +4 (+1 eff.) Heal.mod +12% Heal/summ +14 ---------- 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. |
creative vined mindstar (4-4.4 power, 18 apr, mind damage) creative vined mindstar (4-4.4 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 4.0 - 4.4 Mind Uses 35% Wil, 15% Cun Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +11.00% Mind.pwr +4 (+0 eff.) 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. |
gifted vined mindstar (5-5.5 power, 18 apr, mind damage) gifted vined mindstar (5-5.5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.0 - 5.5 Mind Uses 35% Wil, 15% Cun Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+1 eff.) 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. |
gifted vined mindstar of clarity (5-5.5 power, 18 apr, mind damage) gifted vined mindstar of clarity (5-5.5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 Mind Uses 35% Wil, 15% Cun Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+1 eff.) ----- def ----- Mind.save +4 (+1 eff.) ---------- misc Max.psi +13.00 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. |
horrifying vined mindstar (4.5-4.95 power, 18 apr, mind damage) horrifying vined mindstar (4.5-4.95 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 4.5 - 5.0 Mind Uses 35% Wil, 15% Cun Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+0 eff.) Dmg.mod +3% mind +2% darkness Melee Ret 2 mind 3 darkness 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. |
vined mindstar of the jelly (5-5.5 power, 18 apr, mind damage) vined mindstar of the jelly (5-5.5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.0 - 5.5 Mind Uses 35% Wil, 15% Cun Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+0 eff.) Dmg.mod +2% acid ---------- misc Equi/ret +0.90 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. |
iron ritual blade of fate (10-13 power, 5 apr) iron ritual blade of fate (10-13 power, 5 apr)1.0 T1 ritual blade 1H weapon [Ego] Arcane Power 10.0 - 13.0 Physical Uses 45% Mag, 45% Dex Acc+ +0.5% APR / acc Apr +5 Crit +2.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% ----- def ----- Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Sharp, short and deadly. |
dwarven-steel steamsaw of erosion (22.5-33.75 power, 14 apr) dwarven-steel steamsaw of erosion (22.5-33.75 power, 14 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Steamtech Power 22.5 - 33.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +52 Melee+ +7 nature +5 temporal Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
shocking dwarven-steel steamsaw (22-33 power, 14 apr) shocking dwarven-steel steamsaw (22-33 power, 14 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Steamtech Power 22.0 - 33.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +46 Uses 1.0 Steam While equipped: dps ---------- Melee+ 7 lightning Melee Ret 12 lightning ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
ash longbow of power ash longbow of power4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: dps ---------- Dmg.mod +14% physical Res.pen +15% physical Longbows are used to shoot arrows at your foes. |
mighty ash longbow of power mighty ash longbow of power4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +14% physical Res.pen +15% physical Longbows are used to shoot arrows at your foes. |
steady ash longbow of acid steady ash longbow of acid4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +7 Ranged+ +11 acid While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +12% acid Acc +12 (+3 eff.) Longbows are used to shoot arrows at your foes. |
steady ash longbow of dexterity (+3) steady ash longbow of dexterity (+3)4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: Stats +3 Dex dps ---------- Phys.crit +3.0% Res.pen +20% physical Acc +9 (+2 eff.) Longbows are used to shoot arrows at your foes. |
fungal steel steamgun of cunning (+3) fungal steel steamgun of cunning (+3)4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Nature/Master/Steamtech Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Cun +3 Con dps ---------- Res.pen +14% physical ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 84 life over 5 turns Puts all charms on 12 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty steel steamgun of power mighty steel steamgun of power4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Master/Steamtech Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +9% physical Res.pen +11% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Hornet Stingers (20/20, 18-25.2 power, 10 apr) Hornet Stingers (20/20, 18-25.2 power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
barbed quiver of ash arrows of erosion (22/22, 22-30.8 power, 7 apr) barbed quiver of ash arrows of erosion (22/22, 22-30.8 power, 7 apr)3.0 T2 arrow ammo [Ego] Nature/Master Power 22.0 - 30.8 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 22 Ranged+ +8 temporal +12 nature +8 bleed On Crit: * wounds the target for 7 turns: 21 bleeding, 68% reduced healing Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows of purging (18/18, 32-44.8 power, 10 apr) quiver of yew arrows of purging (18/18, 32-44.8 power, 10 apr)3.0 T3 arrow ammo [Ego] Disrupt Power 32.0 - 44.8 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 18 Ranged+ +8 nature On Hit: * 25% chance to remove a magical effect Arrows are used with bows to pierce your foes to death. |
insidious pouch of steel shots of wind (14/14, 19.5-23.4 power, 2 apr) insidious pouch of steel shots of wind (14/14, 19.5-23.4 power, 2 apr)3.0 T2 shot ammo [Ego] Nature Power 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 14 Proj.spd +200% Ranged+ +11 insidious poison On Hit: * 10% chance to create an air burst Shots are used with slings to pummel your foes to death. |
pouch of steel shots of paradox (12/12, 17.5-21 power, 2 apr) pouch of steel shots of paradox (12/12, 17.5-21 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane Power 17.5 - 21.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 12 Ranged+ +7 temporal On Hit: * 5% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
shocking steel shield of cold resistance (+15%) (6 def, 2 armour, 37.5 block) shocking steel shield of cold resistance (+15%) (6 def, 2 armour, 37.5 block)7.0 T2 shield armor Reqs Heavy Armour Training 2 [Ego] Nature/Master While equipped: dps ---------- Melee+ 6 lightning Melee Ret 13 lightning ----- def ----- Armour +2 Defense +6 (+1 eff.) Rng.Def +6 (+1 eff.) Fatigue +8% Resists +15% cold ---------- misc Talents +2 Block Handheld deflection devices. |
steel shield of resilience (6 def, 2 armour, 42 block) steel shield of resilience (6 def, 2 armour, 42 block)7.0 T2 shield armor Reqs Heavy Armour Training 2 [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +6 (+1 eff.) Rng.Def +6 (+1 eff.) Fatigue +8% Max.HP +50.00 ---------- misc Talents +2 Block Handheld deflection devices. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +4 (+0 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+2 eff.) Resists +15% cold ---------- misc Masteries +0.10 Spell/Water This deep blue robe flows and ripples as if pushed by an invisible tide. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Urohir (3 def, 10 armour) Urohir (3 def, 10 armour)2.0 T2 cloth armor [Random Unique] Nature/Master While equipped: Stats +4 Con dps ---------- Phys.crit +3.0% Dmg.mod +3% blight +12% cold +5% nature Res.pen +5% blight On Hit (Melee): * 10% chance to disease ----- def ----- Armour +10 Defense +3 (+0 eff.) Resists +12% blight +18% cold Phys.save +17 (+3 eff.) Poison- +26% Disease- +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe (0 def, 0 armour) focusing woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: Stats +5 Mag +5 Wil ---------- misc Mana/turn +0.18 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of lightning (+16%) (0 def, 0 armour) mindwoven woollen robe of lightning (+16%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+0 eff.) Dmg.mod +11% lightning ----- def ----- Resists +16% lightning Mind.save +19 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering woollen robe of the mind (+11%) (0 def, 0 armour) shimmering woollen robe of the mind (+11%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Dmg.mod +11% arcane +11% mind ----- def ----- Resists +11% mind ---------- misc Max.mana +31.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Taintlady' (0 def, 0 armour) woollen robe 'Taintlady' (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Dex +2 Wil +11 Cun +3 Con dps ---------- Spell.crit +7% Mind.crit +4% Crit.mult +14.00% Spell.pwr +7 (+0 eff.) Mind.pwr +4 (+0 eff.) Dmg.mod +12% blight +9% light +7% darkness ----- def ----- Resists +12% blight +12% nature Crit.dmg- 5.00% Mind.save +19 (+3 eff.) ---------- misc Hate/m.crit +4.00 Psi/m.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of frost (+16%) (0 def, 0 armour) woollen robe of frost (+16%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +16% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of the mountain (+11%) (0 def, 0 armour) woollen robe of the mountain (+11%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Resists +11% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe (2 def, 0 armour) mindwoven cashmere robe (2 def, 0 armour)2.0 T3 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+0 eff.) ----- def ----- Defense +2 (+0 eff.) Mind.save +17 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of nature (+21%) (2 def, 0 armour) mindwoven cashmere robe of nature (+21%) (2 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +2 (+0 eff.) Dmg.mod +14% nature ----- def ----- Defense +2 (+0 eff.) Resists +21% nature Mind.save +20 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
Yarigund the Glarerune (2 def, 4 armour) Yarigund the Glarerune (2 def, 4 armour)9.0 T2 light armor [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +3% arcane Res.pen +5% arcane +10% light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% Resists +13% mind +5% arcane Mind.save +26 (+4 eff.) Max.HP +26.00 ---------- misc Light +3 A suit of armour made of leather. |
cured leather armour of cold resistance (2 def, 4 armour) cured leather armour of cold resistance (2 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% Resists +17% cold A suit of armour made of leather. |
cured leather armour of lightning resistance (2 def, 4 armour) cured leather armour of lightning resistance (2 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% Resists +16% lightning A suit of armour made of leather. |
radiant cured leather armour (2 def, 4 armour) radiant cured leather armour (2 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: Stats +1 Wil dps ---------- Melee Ret 4 light ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% Resists +14% blight +14% darkness ---------- misc Light +1 A suit of armour made of leather. |
spiked cured leather armour (2 def, 4 armour) spiked cured leather armour (2 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: dps ---------- Melee Ret 12 physical ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% A suit of armour made of leather. |
spiked cured leather armour of fire resistance (2 def, 4 armour) spiked cured leather armour of fire resistance (2 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% Resists +17% fire A suit of armour made of leather. |
hardened leather armour 'Naturebutcher' (3 def, 6 armour) hardened leather armour 'Naturebutcher' (3 def, 6 armour)9.0 T3 light armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Dmg.mod +9% nature +6% blight Res.pen +25% nature Melee Ret 14 physical On Hit (Melee): * 10% chance to disease ----- def ----- Armour +6 Defense +3 (+0 eff.) Fatigue +8% Resists +24% fire +7% arcane +6% nature Spell.save +16 (+2 eff.) Mind.save +12 (+2 eff.) A suit of armour made of leather. |
rejuvenating hardened leather armour of clarity (3 def, 6 armour) rejuvenating hardened leather armour of clarity (3 def, 6 armour)9.0 T3 light armor [Ego] Nature/Psionic While equipped: ----- def ----- Armour +6 Defense +3 (+0 eff.) Fatigue +8% Resists +7% mind Mind.save +12 (+2 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
spiked steel mail armour (2 def, 6 armour) spiked steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy Armour Training [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +14% A suit of armour made of mail. |
steel mail armour 'Relgyldir' (2 def, 6 armour) steel mail armour 'Relgyldir' (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy Armour Training [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +8 Wil dps ---------- Dmg.mod +6% temporal Res.pen +20% mind +10% temporal Melee Ret 6 light 4 temporal ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +14% Resists +7% physical +13% darkness +12% blight +19% fire +12% mind Phys.save +15 (+3 eff.) Mind.save +16 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +2 A suit of armour made of mail. |
steel mail armour of lightning resistance (2 def, 6 armour) steel mail armour of lightning resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy Armour Training [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +14% Resists +15% lightning A suit of armour made of mail. |
grounding rough leather belt of resilience grounding rough leather belt of resilience1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +6% temporal Max.HP +30.00 A belt that goes around your waist. |
rough leather belt 'Dawnpain' rough leather belt 'Dawnpain'1.0 T1 belt armor [Random Unique] Nature/Master While equipped: Stats +3 Str +7 Dex +3 Wil +7 Cun +5 Lck dps ---------- Dmg.mod +6% arcane +9% physical Res.pen +20% light +8% physical Melee Ret 8 arcane ----- def ----- Resists +6% light +5% arcane Phys.save +11 (+2 eff.) Spell.save +11 (+1 eff.) Mind.save +11 (+2 eff.) Stealth +7 HP.reg +1.00 Heal.mod +14% ---------- misc T.Disarm +9 Light +3 Infravis +4 A belt that goes around your waist. |
rough leather belt of life rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.70 Heal.mod +11% A belt that goes around your waist. |
Ravenjam (1 def, 0 armour) Ravenjam (1 def, 0 armour)2.0 T1 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Dex +2 Mag +5 Wil +5 Cun dps ---------- Mind.crit +5% Res.pen +15% arcane +10% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Defense +1 (+0 eff.) Resists +5% arcane +15% darkness Spell.save +13 (+1 eff.) Mind.save +7 (+1 eff.) ---------- misc Max.mana +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of battle (1 def, 0 armour) linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +1 (+0 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak (1 def, 6 armour) thick linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Beturin' (11 def, 0 armour) cashmere cloak 'Beturin' (11 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Wil dps ---------- Mind.crit +4% Mind.pwr +14 (+1 eff.) Res.pen +10% mind ----- def ----- Defense +11 (+2 eff.) Resists +7% acid +7% fire +6% lightning +7% cold Phys.save +19 (+3 eff.) Mind.save +31 (+5 eff.) Die.at -50.00 life ---------- misc Telepathy Humanoid/Orc A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
insulating pair of rough leather boots of tirelessness (0 def, 1 armour) insulating pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold ---------- misc Stam/turn +0.40 Max.stam +10.00 A pair of boots made of leather. |
miner's pair of rough leather boots (0 def, 6 armour) miner's pair of rough leather boots (0 def, 6 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +6 Fatigue +1% ---------- misc Infravis +1 A pair of boots made of leather. |
scholar's pair of rough leather boots (0 def, 1 armour) scholar's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+0 eff.) ----- def ----- Armour +1 Fatigue +1% A pair of boots made of leather. |
Filthrot the rough leather gloves (0 def, 7 armour) Filthrot the rough leather gloves (0 def, 7 armour)1.0 T1 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Cun +2 Con dps ---------- Melee+ 6 physical 7 cold Dmg.mod +4% physical +5% cold Res.pen +15% nature +10% mind Acc +7 (+1 eff.) On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +7 Resists +6% cold +6% darkness +9% mind Phys.save +11 (+2 eff.) Spell.save +4 (+0 eff.) Mind.save +5 (+1 eff.) Disarm- +25% ---------- misc Infravis +2 Juggernaut: (Instant) Puts all charms on 18 cooldown Level 4.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cinder rough leather gloves of dexterity (+3) (0 def, 1 armour) cinder rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 fire Dmg.mod +4% fire Acc +12 (+3 eff.) ----- def ----- Armour +1 Resists +6% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of magic (+2) (0 def, 1 armour) rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Galebutcher the iron gauntlets (0 def, 1 armour) Galebutcher the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy Armour Training [Random Unique] Arcane/Master While equipped: Stats +6 Dex +7 Mag +8 Cun dps ---------- Crit.mult +10.00% Melee+ 8 temporal Ranged+ 7 temporal Dmg.mod +4% temporal Acc +12 (+3 eff.) Apr +13 Melee Ret 8 lightning ----- def ----- Armour +1 Resists +7% temporal +6% light +6% darkness Spell.save +30 (+4 eff.) ---------- misc Max.mana +40.00 Infravis +1 Steady Shot: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of butchering (0 def, 1 armour) iron gauntlets of butchering (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy Armour Training [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Acc +5 (+1 eff.) Apr +6 ----- def ----- Armour +1 Resists +6% blight Spell.save +9 (+1 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
steady iron gauntlets (0 def, 1 armour) steady iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy Armour Training [Ego] Psionic While equipped: dps ---------- Acc +6 (+1 eff.) ----- def ----- Armour +1 Phys.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Disarm- +21% Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (2 def, 3 armour) Spellhunt Remnants (2 def, 3 armour)1.5 T2 hands armor Reqs Heavy Armour Training [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+1 eff.) ----- def ----- Armour +3 Defense +2 (+0 eff.) Spell.save +6 (+0 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
clarifying linen wizard hat of darkness (+15%) (1 def, 0 armour) clarifying linen wizard hat of darkness (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +1 (+0 eff.) Resists +15% darkness Mind.save +6 (+1 eff.) A pointy cloth hat, very wizardly... |
insulating linen wizard hat of frost (+22%) (1 def, 0 armour) insulating linen wizard hat of frost (+22%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Defense +1 (+0 eff.) Resists +6% fire +22% cold A pointy cloth hat, very wizardly... |
linen wizard hat of balance (1 def, 0 armour) linen wizard hat of balance (1 def, 0 armour)2.0 T1 head armor [Ego] Psionic While equipped: ----- def ----- Defense +1 (+0 eff.) ---------- misc Equi/ret +0.90 Psi/ret +0.90 Hate/ret +0.90 A pointy cloth hat, very wizardly... |
grounding rough leather cap (0 def, 1 armour) grounding rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A cap made of leather. |
Yvota the iron helm (5 def, 8 armour) Yvota the iron helm (5 def, 8 armour)3.0 T1 head armor Reqs Heavy Armour Training [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Dex +3 Cun +5 Wil dps ---------- Mind.pwr +4 (+0 eff.) Dmg.mod +9% mind Res.pen +10% mind On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +5% Resists +7% blight +15% acid +20% darkness +3% all Phys.save +6 (+1 eff.) Spell.save +7 (+1 eff.) Mind.save +37 (+6 eff.) ---------- misc Infravis +3 Telepathy Dragon Circle of Sanctity: (Instant) Puts all charms on 18 cooldown Level 4.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 7 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed iron helm (0 def, 3 armour) bladed iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy Armour Training [Ego+] Master While equipped: Stats +2 Str dps ---------- Melee Ret 5 physical ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 808.9 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing iron helm (0 def, 3 armour) stabilizing iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy Armour Training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Phys.save +12 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Sparkstone Sparkstone1.0 T1 wardstone armor [Unique] Psionic While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +2 (+0 eff.) Resists +10% lightning Dmg.red +1 all Mind.save +10 (+2 eff.) Proj.slow +10% Stun/Frz- +10% ---------- misc Wards +1 lightning Talents +1 Ward Brain Storm: Level 1.0 Pwr.cost 15 out of 30/30. Range 3 Travel.spd instantaneous Is a mind power Description: Mentally focus electricity into a ball of plasma and hurl it at the target. The plasma will explode on impact, dealing 525.4 Lightning damage within radius 2. This talent will apply cross tier Brainlock. The damage will increase with your Mindpower. As you look at this wardstone, a spark catches your attention. Then more sparks suddenly dance around it. The sparks seem to be activated by your thoughts. |
channeler's flint wardstone of blight warding channeler's flint wardstone of blight warding1.0 T3 wardstone armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +13% blight ----- def ----- Defense +6 (+1 eff.) Resists +11% blight Dmg.red +3 all Proj.slow +20% ---------- misc Mana/turn +0.80 Max.mana +31.00 Wards +2 blight Talents +2 Ward Handheld warding devices |
2 agate 2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
526 alchemist agate 526 alchemist agate0.0 T1 black 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. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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. |
Demonic Soul Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Transmogrification Chest 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) Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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. |
Persistant Will Persistant Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+1 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 15 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When they found the perpetrators, they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Achievements
By jus the Maj'Eyal Whitehoof Witherer level 5
74th Pyre 122nd year of Ascendancy at 12:21 see stats
By jus the Maj'Eyal Whitehoof Witherer level 21
78th Pyre 122nd year of Ascendancy at 04:17 see stats
By jus the Maj'Eyal Whitehoof Witherer level 10
74th Pyre 122nd year of Ascendancy at 15:26 see stats
By jus the Maj'Eyal Whitehoof Witherer level 20
77th Pyre 122nd year of Ascendancy at 21:23 see stats
By jus the Maj'Eyal Whitehoof Witherer level 30
34th Dusk 122nd year of Ascendancy at 21:16 see stats
By jus the Maj'Eyal Whitehoof Witherer level 26
78th Pyre 122nd year of Ascendancy at 14:06 see stats
By jus the Maj'Eyal Whitehoof Witherer level 20
78th Pyre 122nd year of Ascendancy at 00:37 see stats
By jus the Maj'Eyal Whitehoof Witherer level 17
77th Pyre 122nd year of Ascendancy at 20:20 see stats
By jus the Maj'Eyal Whitehoof Witherer level 20
78th Pyre 122nd year of Ascendancy at 00:39 see stats
By jus the Maj'Eyal Whitehoof Witherer level 27
79th Pyre 122nd year of Ascendancy at 03:43 see stats
By jus the Maj'Eyal Whitehoof Witherer level 3
74th Pyre 122nd year of Ascendancy at 11:35 see stats
By jus the Maj'Eyal Whitehoof Witherer level 2
74th Pyre 122nd year of Ascendancy at 11:35 see stats
Log
Jus casts Withering Touch.
Jus casts Withering Touch.
Jus's spell attains critical power!
Hallowed Ghost is wasting away!
Hallowed Ghost has regressed.
jus hits Hallowed Ghost for 809 temporal damage.
jus receives 71 healing.
Jus casts Degenerate.
Jus's spell attains critical power!
Accepted quest 'Hunt for the legendary Plumpkin!'! (Press 'j' to see the quest log)
jus hits Hallowed Ghost for 2850 acid damage.
jus hits jus for 71 healing, 71 healing, 288 healing (0 total damage) [430 healing].
jus killed Hallowed Ghost!
Jus picks up ( .): Filthrot the rough leather gloves (0 def, 7 armour).
Talent Withering Touch is ready to use.
Jus wears (replacing copper amulet 'Splendournull'): gold amulet 'Fulonaribar'.
Jus deactivates Dark Ritual.
Jus deactivates Infestation.
Jus deactivates Lord of the Flies.
Jus deactivates Fluid Form.
Jus deactivates Corrosive Bubble.
Jus deactivates Elemental Discord.
Jus deactivates Biohazard.