Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Parasite-in-Pocket 1.6.0Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Showing Items Tier in Inventory 1.7.2This 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 Better Item Description 1.7.2This 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Shalore |
Class | Sun Paladin (Avatar of a Distant Sun) |
Level / Exp | 50 / 1749% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 164 (base 60) |
Dexterity | 72 (base 60) |
Constitution | 79 (base 60) |
Magic | 124 (base 60) |
Willpower | 91 (base 60) |
Cunning | 89 (base 60) |
Resources
Mana | 859/859 |
Life | 2112/2112 |
Positive | 87/87 |
Stamina | 430/430 |
Paradox | 301 |
Healing Factor | 1.8168020097747 |
Regeneration | 54.406229977952 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +149% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 10 |
See Stealth | 89.065244423718 |
See Invisible | 128.06524442372 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 384 |
Accuracy | 77 |
Crit Chance | 139% |
APR | 48 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 72 |
Crit Chance | 85% |
Speed | 1 |
Offense: Mind
Mindpower | 59 |
Crit Chance | 52% |
Speed | 1 |
Offense: Damage Bonus
Fire | +57% |
Light | +128% |
Temporal | +14% |
Nature | +20% |
Physical | +18% |
Mind | +20% |
All | +8% |
Offense: Damage Penetration
Physical | +74% |
Light | +81% |
All | 0% |
Defense: Base
Armour (hardiness) | 108.56361135898 (100%) |
Defense | 110 |
Ranged Defense | 110 |
Fatigue | 0 |
Physical Save | 84 |
Spell Save | 92 |
Mental Save | 66 |
Defense: Resistances
Acid | + 77%( 77%) |
Blight | + 68%( 77%) |
Arcane | + 65%( 77%) |
Cold | + 77%( 77%) |
All | + 63%( 77%) |
Darkness | + 74%( 77%) |
Light | + 87%( 87%) |
Temporal | + 70%( 77%) |
Physical | + 68%( 77%) |
Lightning | + 77%( 77%) |
Fire | + 77%( 77%) |
Nature | + 69%( 77%) |
Defense: Immunities
Instadeath Resistance | 100% |
Bleed Resistance | 49% |
Blind Resistance | 72% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 730 damage for 6 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 162 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1081% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 185 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 41% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
Celestial / Guardian | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Crusader | 1.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Sun | 1.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Combat | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Radiance | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Shalore | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Chronomancy | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Shield of Light |
talent | Chant of Resistance |
talent | Weapon of Wrath |
talent | Gravitic Effulgence |
talent | Weapon of Light |
talent | Retribution |
talent | Second Life |
talent | Daunting Presence |
talent | Contingency |
talent | Righteous Strength |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2926. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed vampire lord fang. * You've found the needed vial of squid ink. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed minotaur nose. * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed black mamba head. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' You have aided Agrimley the hermit in creating an elixir of serendipity. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed vial of wight ectoplasm. * You've found the needed pouch of bone giant dust. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Lustrevortex the pair of hardened leather boots (34 def, 3 armour) Lustrevortex the pair of hardened leather boots (34 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% mind +24% light Res.pen +28% light ----- def ----- Armour +3 Defense +34 (+6 eff.) Resists +11% fire +6% arcane +11% cold Crit.dmg- 17.04% Max.HP +113.58 Cut- +23% A pair of boots made of leather. This item has been sent to the Item's Vault. |
Light source | dwarven lantern 'Tundrasever' dwarven lantern 'Tundrasever'1.0 T5 lite [Rare] Nature While equipped: Stats +13 Wil dps ---------- Phys.crit +6.0% Spell.crit +7% Crit.mult +20.00% Phys.pwr +45 (+7 eff.) ----- def ----- Defense +38 (+7 eff.) Resists +21% cold +5% physical ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. This item has been sent to the Item's Vault. |
Tool | Unrehor the Pyresweeper (dig speed 13 turns) Unrehor the Pyresweeper (dig speed 13 turns)3.0 T5 digger tool [Rare] Master While equipped: Stats +9 Str dps ---------- Phys.crit +7.0% Crit.mult +20.00% Phys.pwr +10 (+2 eff.) Dmg.mod +12% fire Apr +8 ----- def ----- Resists +4% physical Phys.save +22 (+5 eff.) ---------- misc Stam/turn +3.72 Infravis +4 See.Invis +21 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | copper ring 'Emilaith' copper ring 'Emilaith'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Str +6 Mag +2 Wil +3 Cun dps ---------- Res.pen +15% physical ----- def ----- Armour +4 Defense +6 (+1 eff.) ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
On fingers | painweaver's voratun ring of luminosity painweaver's voratun ring of luminosity0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +10 Mag dps ---------- Phys.pwr +19 (+3 eff.) Spell.pwr +17 (+4 eff.) Mind.pwr +19 (+5 eff.) Melee+ 40 light Ranged+ 40 light Dmg.mod +20% light +8% all Rings make your fingers look great! |
Around waist | Getithad Getithad1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Crit.mult +22.72% Phys.pwr +34 (+5 eff.) Res.pen +28% physical Acc +34 (+7 eff.) ----- def ----- Armour +9 Defense +45 (+8 eff.) Resists +12% blight Phys.save +18 (+4 eff.) A belt that goes around your waist. This item has been sent to the Item's Vault. |
In main hand | Champion's Will (67-107 power, 22 apr) Champion's Will (67-107 power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 67.0 - 107.2 Physical Uses 20% Con, 50% Mag, 115% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 164 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 16 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. This item has been sent to the Item's Vault. |
Main armor | Chalugalathablek the voratun plate armour (10 def, 21 armour) Chalugalathablek the voratun plate armour (10 def, 21 armour)17.0 T5 massive armor Reqs Massive armour training [Random Unique] Nature/Psionic While equipped: Stats +9 Wil +9 Cun +4 Con dps ---------- Dmg.mod +6% temporal Res.pen +31% physical Apr +2 ----- def ----- Armour +21 Defense +10 (+2 eff.) Fatigue +22% Resists +10% acid +12% cold Mind.save +25 (+6 eff.) Max.HP +79.00 HP.reg +11.00 Heal.mod +20% ---------- misc Breathe water A suit of armour made of metal plates. |
In off hand | voratun shield 'Arthochak' (0 def, 30 armour, 66-79 power, 209 block) voratun shield 'Arthochak' (0 def, 30 armour, 66-79 power, 209 block)7.0 T5 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 66.0 - 79.2 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +209 On Hit.r1 +20 arcane While equipped: Stats +6 Str +8 Con dps ---------- Phys.pwr +40 (+6 eff.) Apr +9 On Melee Ret: * 35% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +30 Fatigue +8% Resists +20% temporal Heal.mod +20% Cut- +26% ---------- misc Max.mana +60.00 Talents +1 Block Handheld deflection devices. |
Cloak | Radiance (15 def, 0 armour) Radiance (15 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +25% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+3 eff.) Resists +30% light +30% darkness Res.Cap +10% light Talent.cat+ +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. This item has been sent to the Item's Vault. |
Around neck | voratun amulet 'Scorpionraze' voratun amulet 'Scorpionraze'0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +3 Mag +4 Wil dps ---------- Phys.crit +9.0% Dmg.mod +12% nature ----- def ----- Armour +6 Defense +11 (+2 eff.) Resists +15% nature +5% physical Res.Cap +7% all Crit.dmg- 15.00% Phys.save +42 (+9 eff.) ---------- misc Stam/turn +4.44 See.Invis +18 Amulets make your neck look great! This item has been sent to the Item's Vault. |
Inventory
Blood of Life Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Blood of Undeath Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Primal Infusion (affinity 19%; reduction 3; dur 4; cd 18) Primal Infusion (affinity 19%; reduction 3; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 19% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the sneak (heal 220; cd 15) healing infusion of the sneak (heal 220; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 220 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 387; cd 10) healing infusion of the warrior (heal 387; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 387 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 434; cd 10) healing infusion of the warrior (heal 434; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 434 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 314; cd 11) healing infusion of the wizard (heal 314; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 314 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the sneak (die at -474; dur 7; cd 28) heroism infusion of the sneak (die at -474; dur 7; cd 28)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -474 life. The duration and life will increase by 1% for every 1% life you have lost (currently 474 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the sneak (die at -591; dur 6; cd 29) heroism infusion of the sneak (die at -591; dur 6; cd 29)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -591 life. The duration and life will increase by 1% for every 1% life you have lost (currently 591 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -1014; dur 7; cd 26) heroism infusion of the warrior (die at -1014; dur 7; cd 26)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -1014 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1014 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 1065%; cd 12) movement infusion of the sneak (speed 1065%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1065% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the warrior (speed 1043%; cd 10) movement infusion of the warrior (speed 1043%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1043% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the warrior (speed 1169%; cd 12) movement infusion of the warrior (speed 1169%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1169% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the wizard (speed 1019%; cd 14) movement infusion of the wizard (speed 1019%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1019% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the duelist (heal 759; 15 cd) regeneration infusion of the duelist (heal 759; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 759 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 1072; 13 cd) regeneration infusion of the warrior (heal 1072; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 1072 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 709; 16 cd) regeneration infusion of the wizard (heal 709; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 709 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 33%; mental; dur 3; cd 10) wild infusion of the duelist (res 33%; mental; dur 3; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 33% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the sneak (res 42%; magical; dur 2; cd 14) wild infusion of the sneak (res 42%; magical; dur 2; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 42% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the titan (res 31%; mental; dur 3; cd 16) wild infusion of the titan (res 31%; mental; dur 3; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 31% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the warrior (res 54%; mental; dur 2; cd 16) wild infusion of the warrior (res 54%; mental; dur 2; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 54% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the wizard (res 45%; physical; dur 4; cd 10) wild infusion of the wizard (res 45%; physical; dur 4; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 45% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the wizard (res 47%; mental, magical; dur 4; cd 15) wild infusion of the wizard (res 47%; mental, magical; dur 4; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 47% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of Reflection (--) Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 720 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (514.00 temporal damage, removed from time 4 turns) Rune of the Rift (514.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 585.96 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, arcane, fire) Prismatic Rune (6 turns; acid, physical, arcane, fire)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 2 physical, 3 arcane, 4 fire Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 644; dur 8; cd 15) shielding rune of the duelist (absorb 644; dur 8; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 644 damage for 8 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the psychic (absorb 467; dur 8; cd 15) shielding rune of the psychic (absorb 467; dur 8; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 467 damage for 8 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the sneak (absorb 729; dur 7; cd 18) shielding rune of the sneak (absorb 729; dur 7; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 729 damage for 7 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the warrior (absorb 908; dur 7; cd 15) shielding rune of the warrior (absorb 908; dur 7; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 908 damage for 7 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 697; dur 5; cd 17) shielding rune of the wizard (absorb 697; dur 5; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 697 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Daneth's Neckguard Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
a necklace with fangs a necklace with fangs0.1 T2 amulet jewelry [Unique] Unknown |
Feathersteel Amulet Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
The Black Core The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Fiery Choker Fiery Choker0.1 T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Spell.crit +8% Spell.pwr +7 (+1 eff.) Dmg.mod +10% fire -5% cold ----- def ----- Resists +20% fire -20% cold Affinity +30% fire Blind- +40% On Spell Hit: 10% Volcano 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Mirror Shards Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 398 strength, based on Magic) for 5 turns. Uses 13 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Shard of Insanity Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+8 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Unflinching Eye Unflinching Eye0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 3.5 Pwr.cost 31 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Betidhetta the Unlightblast Betidhetta the Unlightblast0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +27.00% Dmg.mod +9% darkness +9% blight Res.pen +5% darkness Acc +8 (+2 eff.) Apr +20 ----- def ----- Resists +9% lightning +22% fire +19% cold ---------- misc Masteries +0.40 Celestial/Combat +0.40 Technique/Combat training Amulets make your neck look great! |
Frost Lord's Chain Frost Lord's Chain0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Garkul's Teeth Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+4 eff.) Mind.save +18 (+4 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 5.5 Pwr.cost 6 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 625.23 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Olyldil Olyldil0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Dex +3 Mag +16 Wil +10 Cun +10 Con dps ---------- Mov.spd +10% Melee Ret 6 arcane ----- def ----- Fatigue -10% Resists +6% temporal HP.reg +5.00 ---------- misc Stam/turn +1.30 Light +4 Masteries +0.40 Technique/Combat training +0.40 Spell/Staff combat Amulets make your neck look great! This item has been sent to the Item's Vault. |
Nightsong Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 3.5 Pwr.cost 26 out of 50/50. Range 8 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 20.69 cold and 22.61 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 31 power out of 60/60 This azure ring seems to be always moist to the touch. |
Wheel of Fate Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Elemental Fury Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Inertial Twine Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
The Black Ring The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
Ring of the Archlich Ring of the Archlich0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+2 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Writhing Ring of the Hunter Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Exiler Exiler0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 231.60 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 4 turn(s). Uses 17 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Void Orb Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+2 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 5.5 Pwr.cost 4 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 244.92 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
painweaver's voratun ring of luminosity painweaver's voratun ring of luminosity0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +9 Mag dps ---------- Phys.pwr +20 (+3 eff.) Spell.pwr +15 (+3 eff.) Mind.pwr +13 (+3 eff.) Melee+ 34 light Ranged+ 40 light Dmg.mod +20% light +8% all Rings make your fingers look great! This item has been sent to the Item's Vault. |
voratun ring 'Shiverstreaker' voratun ring 'Shiverstreaker'0.1 T5 ring jewelry [Random Unique] Arcane While equipped: Stats +16 Mag +3 Wil +15 Cun dps ---------- Spell.crit +2% Crit.mult +10.00% Spell.pwr +30 (+7 eff.) Dmg.mod +9% cold +20% light +3% arcane Melee Ret 8 blight ----- def ----- Resists +40% light Spell.save +3 (+1 eff.) ---------- misc Mana/s.crit +2.71 Rings make your fingers look great! |
Nightseam the voratun greatsword (83-133 power, 4 apr) Nightseam the voratun greatsword (83-133 power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Nature/Master Power 83.0 - 132.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Phasing +20% Melee+ +12 blight On Crit.r2 +63 acid +63 nature +12 mind While equipped: Stats +2 Mag +21 Wil +19 Con dps ---------- Spell.pwr +15 (+3 eff.) Res.pen +35% acid +23% nature Apr +21 On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- def ----- Max.HP +140.00 ---------- misc Max.mana +20.00 Massive two-handed swords. |
voratun greatsword 'Blackstake' (60-97 power, 4 apr) voratun greatsword 'Blackstake' (60-97 power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Nature/Master Power 60.5 - 96.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit.r1 +4 darkness On Crit.r2 +126 fire On Hit: * 10% chance to reduce damage dealt by 28% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Con dps ---------- Phys.crit +40.0% Mind.crit +1% Crit.mult +49.00% All.spd +15% Res.pen +35% fire Apr +21 ----- def ----- Resists +3% darkness Crit.dmg- 17.30% ---------- misc Max.psi +10.00 Infravis +3 Massive two-handed swords. |
Hellmight (51-82 power, 16 apr) Hellmight (51-82 power, 16 apr)3.0 T5 trident 2H weapon [Random Unique] Arcane/Master Power 51.0 - 81.6 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% Melee+ +20 fire On Hit: * Create an explosion dealing 116 cold damage (1/turn) On Crit: * Splash the target with acid dealing 194 damage over 5 turns and reducing armor and accuracy by 25 * Wound the target dealing 426 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +21.0% Phys.pwr +21 (+3 eff.) Dmg.mod +42% cold Res.pen +42% cold ----- def ----- Resists +9% acid +6% lightning Mind.save +6 (+1 eff.) Silence- +20% Def/telep +19 Res/telep +19% Dur/telep +19% ---------- misc Infravis +4 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
living mindstar 'Betibrenor' (16-17 power, 48 apr, nature damage) living mindstar 'Betibrenor' (16-17 power, 48 apr, nature damage)3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 15.5 - 17.1 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +48 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Str +5 Mag +11 Cun dps ---------- Mind.crit +5% Crit.mult +25.00% Phys.pwr +25 (+4 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +30% mind Res.pen +25% acid +25% physical Melee Ret 14 physical ----- def ----- Resists +18% acid ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
elemental steel steamsaw of crippling (13-20 power, 0 apr) elemental steel steamsaw of crippling (13-20 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego++] Arcane/Master/Steamtech Power 13.0 - 19.5 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +25 On Hit: * Create an explosion dealing 116 cold damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +9.0% Dmg.mod +15% cold Res.pen +12% cold ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 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! |
living stralite steamsaw of resistance (34-51 power, 0 apr) living stralite steamsaw of resistance (34-51 power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Steam Pool [Ego++] Nature/Steamtech Power 34.0 - 51.0 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +69 Uses 1.0 Steam When used to Attack: Power 0.0 - 0.0 Physical Uses 50% Mag Melee+ +15 nature While equipped: ----- def ----- Armour +5 Defense +8 (+1 eff.) Fatigue +10% Resists +8% acid +6% lightning +12% blight +8% fire +12% nature +8% cold Max.HP +80.00 ---------- 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! |
manaburning stralite steamsaw of torment (30-45 power, 0 apr) manaburning stralite steamsaw of torment (30-45 power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Steam Pool [Ego+] Disrupt/Psionic/Steamtech Power 30.0 - 45.0 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +71 On Hit: * 13 arcane resource burn * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+1 eff.) Fatigue +10% ---------- 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! |
wrathful voratun steamsaw of the stars (40-59 power, 0 apr) wrathful voratun steamsaw of the stars (40-59 power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Steam Pool [Ego++] Arcane/Steamtech Power 39.5 - 59.2 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +104 Uses 1.0 Steam When used to Attack: Power 0.0 - 0.0 Physical Uses 50% Mag Melee+ +12 light +18 darkness On Crit.r2 +21 light +32 fire While equipped: Stats +5 Cun +9 Mag dps ---------- Dmg.mod +13% light +14% darkness On shield block: * Deals 175 light and fire damage to each enemy blocked ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +9% fire +27% light +16% darkness ---------- misc Talents +3 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! |
blazebringer's voratun steamgun of enduring blazebringer's voratun steamgun of enduring4.0 T5 steamgun 1H weapon Reqs Shoot Steam Pool [Ego++] Nature/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Crit.r2 +19 fire Uses 2.0 Steam While equipped: Stats +10 Con +7 Wil dps ---------- All.spd +8% Res.pen +11% fire ----- def ----- Max.HP +80.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
penetrating voratun steamgun of recursion penetrating voratun steamgun of recursion4.0 T5 steamgun 1H weapon Reqs Shoot Steam Pool [Ego++] Arcane/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: dps ---------- Res.pen +22% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Hornet Stingers (20/20, 18-25 power, 10 apr) Hornet Stingers (20/20, 18-25 power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 70% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) 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. |
Quiver of Domination (20/20, 24-34 power, 8 apr) Quiver of Domination (20/20, 24-34 power, 8 apr)3.0 T4 arrow ammo [Unique] Psionic Power 24.0 - 33.6 Mind Uses 20% Wil, 60% Dex, 50% Mag 50% Str Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
Quiver of the Sun (24/25, 34-48 power, 15 apr) Quiver of the Sun (24/25, 34-48 power, 15 apr)3.0 T4 arrow ammo [Unique] Arcane Power 34.0 - 47.6 Bright light Uses 60% Dex, 70% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +2.0% Capacity 25 Proj.spd +300% On Hit: * 25% chance to blind Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
The Titan's Quiver (18/18, 62-87 power, 20 apr) The Titan's Quiver (18/18, 62-87 power, 20 apr)3.0 T5 arrow ammo [Unique] Master Power 62.0 - 86.8 Physical Uses 50% Dex, 50% Mag, 70% Str Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +8.0% Capacity 18 On Crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
Void Quiver (0/0, 45-63 power, 120 apr) Void Quiver (0/0, 45-63 power, 120 apr)3.0 T5 arrow ammo [Unique] Arcane Power 45.0 - 63.0 Void Uses 70% Dex, 90% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +120 Crit +6.0% On Hit: 15% Spatial Tether 1 On Hit: 15% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
quiver of dragonbone arrows 'Firesorrow' (49/49, 74-103 power, 18 apr) quiver of dragonbone arrows 'Firesorrow' (49/49, 74-103 power, 18 apr)3.0 T5 arrow ammo [Random Unique] Nature/Master Power 73.5 - 102.9 Physical Uses 50% Str, 50% Mag, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +26.0% Capacity 49 Ranged+ +24 fire +12 mind +4 arcane On Hit.r1 +20 arcane +8 fire On Crit.r2 +16 arcane +12 mind On Hit: * 20% chance to create vines that bind the target to the ground dealing 231 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 426 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +8 Arrows are used with bows to pierce your foes to death. |
Pouch of the Subconscious (20/20, 38-46 power, 15 apr) Pouch of the Subconscious (20/20, 38-46 power, 15 apr)3.0 T4 shot ammo [Unique] Psionic Power 38.0 - 45.6 Physical Uses 10% Wil, 70% Dex, 50% Mag 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Wind Worn Shot (25/25, 39-47 power, 15 apr) Wind Worn Shot (25/25, 39-47 power, 15 apr)3.0 T4 shot ammo [Unique] Nature Power 39.0 - 46.8 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
Temporal Rift (8 def, 4 armour, 50-60 power, 325 block) Temporal Rift (8 def, 4 armour, 50-60 power, 325 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 50.0 - 60.0 Temporal Uses 70% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +325 On Hit: 25% Turn Back the Clock 3 While equipped: dps ---------- Spell.pwr +12 (+3 eff.) ----- def ----- Armour +4 Defense +8 (+1 eff.) Rng.Def +10 (+2 eff.) Resists +30% temporal Dmg.red +20 all Spell.save +20 (+4 eff.) Proj.slow +50% ---------- misc Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block) Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Glows brightly in the light of dawn. When used to Attack: Power 50.0 - 60.0 Light Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +280 While equipped: ----- def ----- Armour +20 Defense +16 (+3 eff.) Rng.Def +17 (+3 eff.) Fatigue +14% Resists +30% blight +30% darkness Spell.save +19 (+4 eff.) ---------- misc Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
ancient silk robe of power (0 def, 0 armour) ancient silk robe of power (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +9 Mag dps ---------- Spell.pwr +18 (+4 eff.) Dmg.mod +25% physical +24% temporal +17% all Res.pen +13% temporal +12% physical ----- def ----- Resists +13% all Anom.red +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient elven-silk robe of power (0 def, 0 armour) ancient elven-silk robe of power (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +30% physical +29% temporal +20% all Res.pen +14% temporal +15% physical ----- def ----- Resists +15% all Anom.red +13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ivelewe the Jetbloom (0 def, 16 armour) Ivelewe the Jetbloom (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Melee Ret 10 temporal On Hit (Melee): * 10% chance to reduce damage dealt by 28% ----- def ----- Armour +16 Fatigue +22% Resists +45% acid +15% physical +9% temporal +14% fire +15% lightning +15% cold Crit.dmg- 20.29% Max.HP +80.00 HP.reg +11.00 Heal.mod +20% Disarm- +39% Stun/Frz- +28% Knockbk- +40% ---------- misc Light +2 Cooldown Rush -5 A suit of armour made of metal plates. |
Blackwyrd of the Blightspawn (0 def, 5 armour) Blackwyrd of the Blightspawn (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Wil dps ---------- Phys.crit +5.0% Crit.mult +20.00% Phys.pwr +5 (+1 eff.) Res.pen +5% arcane Apr +6 On Melee Ret: * 31% chance to reduce strength, dexterity, and constitution by 32 * 34% chance to reduce damage dealt by 28% ----- def ----- Armour +5 Fatigue -8% Phys.save +6 (+2 eff.) Silence- +40% Confus- +47% Stun/Frz- +43% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.enc +35 A pair of boots made of leather. |
pair of drakeskin leather boots 'Kimalarath' (0 def, 5 armour) pair of drakeskin leather boots 'Kimalarath' (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag +6 Cun +6 Con dps ---------- Spell.crit +4% Crit.mult +30.00% Spell.pwr +24 (+6 eff.) Mind.pwr +20 (+5 eff.) Melee Ret 6 arcane ----- def ----- Armour +5 Phys.save +25 (+5 eff.) Mind.save +25 (+6 eff.) A pair of boots made of leather. |
Camuyarim (0 def, 4 armour) Camuyarim (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Mind.crit +3% Spell.pwr +9 (+2 eff.) Mind.pwr +15 (+4 eff.) Dmg.mod +21% mind Res.pen +25% mind Melee Ret 10 mind ----- def ----- Armour +4 Fatigue +3% ---------- misc Hate/m.crit +4.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
8 agate 8 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. |
13 spinel 13 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 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. |
11 ametrine 11 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. |
8 citrine 8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 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. |
9 zircon 9 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. |
6 aquamarine 6 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. |
6 opal 6 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. |
5 topaz 5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 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. |
9 amethyst 9 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. |
5 onyx 5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet 4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 quartz 8 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 sapphire 6 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 jade 10 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise 7 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ruby 7 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 amber 7 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 bloodstone 8 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
14 fire opal 14 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
15 diamond 15 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
16 moonstone 16 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 pearl 10 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Runed Skull Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 16 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Petrified Wood Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
863 alchemist agate 863 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(143 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 21 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Spectral Cage Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 454 cold damage (based on your Magic). Uses 11 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Umbraphage Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+2 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 207.36 darkness damage (based on Mindpower and charge). Uses 6 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
alchemist's lamp 'Blizzardkiller' alchemist's lamp 'Blizzardkiller'1.0 T3 lite [Random Unique] Arcane/Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +5.0% Crit.mult +13.00% Phys.pwr +6 (+1 eff.) Dmg.mod +3% temporal +21% cold Melee Ret 4 cold 12 fire 4 temporal ----- def ----- Resists +7% fire Max.HP +43.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Layyma' alchemist's lamp 'Layyma'1.0 T3 lite [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.crit +5% Mind.pwr +15 (+4 eff.) Dmg.mod +27% mind Res.pen +15% mind ----- def ----- Phys.save +8 (+2 eff.) Mind.save +18 (+4 eff.) Heal.mod +21% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Dúathedlen Heart Dúathedlen Heart1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Eldritch Pearl Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 5.5 Pwr.cost 42 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 44.07 cold damage and 48.15 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 3.5 Pwr.cost 13 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 288.50 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 288.50 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. This item has been sent to the Item's Vault. |
Cut Drem Arm Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Blood-Runed Athame Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Ulugorn the iron pickaxe (dig speed 35 turns) Ulugorn the iron pickaxe (dig speed 35 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +2 Mag dps ---------- Spell.crit +5% Crit.mult +10.00% Phys.pwr +5 (+1 eff.) ----- def ----- Resists +3% fire Confus- +20% ---------- misc Max.mana +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 5.5 Pwr.cost 16 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 88.00 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Eternity's Counter Eternity's Counter2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Dmg.mod +15% temporal ----- def ----- Resists +0% all +15% temporal Dmg.red +0 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 11 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Bladed Rift Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+3 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 6.5 Pwr.cost 8 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 16 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Gwai's Burninator Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 860.03 fire damage (based on Magic). Uses 26 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (3/3) Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 104 power out of 385/400 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. |
Telekinetic Core Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+3 eff.) Psionic Pull: Level 4.5 Pwr.cost 10 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 106 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
The Jolt The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Lightjam the ash totem of stinging [power 212] (8 cooldown) Lightjam the ash totem of stinging [power 212] (8 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +24% light +3% temporal Res.pen +5% light +25% temporal Melee Ret 2 temporal 4 cold Sting an enemy dealing 254 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 8 cooldown 100% to reduce fatigue by 27% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+2 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Tree of Life Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 6 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
The Guardian's Totem The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 63% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+4 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 26 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Lightbringer's Wand Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+3 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 358 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 18 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Richard Ral the Shalore Sun Paladin level 37
67th Haze 122nd year of Ascendancy at 14:13 see stats
By Richard Ral the Shalore Sun Paladin level 43
6th Allure 123rd year of Ascendancy at 08:30 see stats
By Richard Ral the Shalore Sun Paladin level 24
40th Dusk 122nd year of Ascendancy at 13:35 see stats
By Richard Ral the Shalore Sun Paladin level 43
4th Allure 123rd year of Ascendancy at 11:33 see stats
By Richard Ral the Shalore Sun Paladin level 50
26th Regrowth 123rd year of Ascendancy at 22:29 see stats
By Richard Ral the Shalore Sun Paladin level 33
69th Dusk 122nd year of Ascendancy at 02:46 see stats
By Richard Ral the Shalore Sun Paladin level 24
45th Dusk 122nd year of Ascendancy at 09:26 see stats
By Richard Ral the Shalore Sun Paladin level 48
10th Regrowth 123rd year of Ascendancy at 14:57 see stats
By Richard Ral the Shalore Sun Paladin level 45
1st Regrowth 123rd year of Ascendancy at 03:41 see stats
By Richard Ral the Shalore Sun Paladin level 33
67th Dusk 122nd year of Ascendancy at 11:35 see stats
By Richard Ral the Shalore Sun Paladin level 23
39th Dusk 122nd year of Ascendancy at 04:26 see stats
By Richard Ral the Shalore Sun Paladin level 24
45th Dusk 122nd year of Ascendancy at 09:26 see stats
By Richard Ral the Shalore Sun Paladin level 37
73rd Haze 122nd year of Ascendancy at 07:00 see stats
By Richard Ral the Shalore Sun Paladin level 49
10th Regrowth 123rd year of Ascendancy at 15:52 see stats
By Richard Ral the Shalore Sun Paladin level 42
3rd Allure 123rd year of Ascendancy at 13:40 see stats
By Richard Ral the Shalore Sun Paladin level 24
40th Dusk 122nd year of Ascendancy at 10:56 see stats
By Richard Ral the Shalore Sun Paladin level 50
26th Regrowth 123rd year of Ascendancy at 22:39 see stats
By Richard Ral the Shalore Sun Paladin level 50
69th Regrowth 123rd year of Ascendancy at 11:49 see stats
By Richard Ral the Shalore Sun Paladin level 33
67th Dusk 122nd year of Ascendancy at 11:35 see stats
By Richard Ral the Shalore Sun Paladin level 10
5th Mirth 122nd year of Ascendancy at 18:45 see stats
By Richard Ral the Shalore Sun Paladin level 20
26th Dusk 122nd year of Ascendancy at 22:16 see stats
By Richard Ral the Shalore Sun Paladin level 30
61st Dusk 122nd year of Ascendancy at 17:49 see stats
By Richard Ral the Shalore Sun Paladin level 40
2nd Wintertide 123rd year of Ascendancy at 20:44 see stats
By Richard Ral the Shalore Sun Paladin level 50
17th Regrowth 123rd year of Ascendancy at 17:28 see stats
By Richard Ral the Shalore Sun Paladin level 4
78th Pyre 122nd year of Ascendancy at 06:13 see stats
By Richard Ral the Shalore Sun Paladin level 39
7th Decay 122nd year of Ascendancy at 23:52 see stats
By Richard Ral the Shalore Sun Paladin level 24
40th Dusk 122nd year of Ascendancy at 13:35 see stats
By Richard Ral the Shalore Sun Paladin level 50
73rd Regrowth 123rd year of Ascendancy at 18:58 see stats
By Richard Ral the Shalore Sun Paladin level 28
60th Dusk 122nd year of Ascendancy at 23:37 see stats
By Richard Ral the Shalore Sun Paladin level 34
7th Haze 122nd year of Ascendancy at 07:16 see stats
By Richard Ral the Shalore Sun Paladin level 31
62nd Dusk 122nd year of Ascendancy at 19:34 see stats
By Richard Ral the Shalore Sun Paladin level 18
23rd Dusk 122nd year of Ascendancy at 15:25 see stats
By Richard Ral the Shalore Sun Paladin level 14
7th Flare 122nd year of Ascendancy at 20:00 see stats
By Richard Ral the Shalore Sun Paladin level 45
1st Regrowth 123rd year of Ascendancy at 07:53 see stats
By Richard Ral the Shalore Sun Paladin level 24
40th Dusk 122nd year of Ascendancy at 13:35 see stats
By Richard Ral the Shalore Sun Paladin level 8
2nd Mirth 122nd year of Ascendancy at 22:46 see stats
By Richard Ral the Shalore Sun Paladin level 24
40th Dusk 122nd year of Ascendancy at 13:35 see stats
By Richard Ral the Shalore Sun Paladin level 37
72nd Haze 122nd year of Ascendancy at 23:22 see stats
By Richard Ral the Shalore Sun Paladin level 24
53rd Dusk 122nd year of Ascendancy at 02:57 see stats
By Richard Ral the Shalore Sun Paladin level 10
8th Mirth 122nd year of Ascendancy at 23:54 see stats
By Richard Ral the Shalore Sun Paladin level 37
72nd Haze 122nd year of Ascendancy at 11:02 see stats
By Richard Ral the Shalore Sun Paladin level 23
39th Dusk 122nd year of Ascendancy at 08:41 see stats
By Richard Ral the Shalore Sun Paladin level 13
3rd Flare 122nd year of Ascendancy at 14:57 see stats
By Richard Ral the Shalore Sun Paladin level 42
4th Allure 123rd year of Ascendancy at 00:29 see stats
Log
There is an item here: Boots of the Hunter (2 def, 12 armour)
There is an item here: Eden's Guile (2 def, 1 armour)
There is an item here: Rope Belt of the Thaloren
There is an item here: Scale Mail of Kroltar (10 def, 18 armour)
There is an item here: Iron Mail of Bloodletting (2 def, 4 armour)
There is an item here: Rogue Plight (6 def, 7 armour)
There is an item here: Spider-Silk Robe of Spydrë (10 def, 15 armour)
There is an item here: Steel Helm of Garkul (0 def, 6 armour)
There is an item here: Eye of the Forest (8 def, 0 armour)
There is an item here: Girdle of the Calm Waters
There is an item here: Eel-skin armour (16 def, 0 armour)
There is an item here: Quasit's Skull (0 def, 12 armour)
There is an item here: Storm Bringer's Gauntlets (0 def, 5 armour)
There is an item here: Sludgegrip (0 def, 0 armour)
There is an item here: Frost Treads (1 def, 4 armour)
There is an item here: Mighty Girdle
There is an item here: The Untouchable (14 def, 12 armour)
There is an item here: Skin of Many (12 def, 6 armour)
There is an item here: Robe of Force (12 def, 8 armour)
There is an item here: Silk Current (12 def, 0 armour)
There is an item here: Robes of Deflection (0 def, 7 armour)
You transfer ancient elven-silk robe of power (0 def, 0 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Sunmarrow (0 def, 3 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.