



















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. 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. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Items Vault 1.7.6Donators/Buyers bonus! 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:
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. 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Summoner |
| Level / Exp | 23 / 52% |
| Size | small |
| Lifes / Deaths | Killed by Glamira the void horror at level 23 on the 37th Regrowth 123rd year of Ascendancy at 10:07 4 / 1 |
Primary Stats
| Strength | 14 (base 13) |
| Dexterity | 9 (base 11) |
| Constitution | 5 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 66 (base 46) |
| Cunning | 67 (base 48) |
Resources
| Life | 409/409 |
| Equilibrium | 0 |
| Healing Factor | 1.2057126824916 |
| Regeneration | 8.0179893385691 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 38.121266583007 |
| See Invisible | 38.121266583007 |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 40 |
| Crit Chance | 24% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 38 |
| Accuracy | 40 |
| Crit Chance | 24% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 52 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Blight | +6% |
| Cold | +11% |
| All | 0% |
| Lightning | +10% |
| Light | +9% |
| Darkness | +4% |
| Fire | +59% |
| Mind | +4% |
Offense: Damage Penetration
| Acid | +10% |
| Fire | +5% |
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 0 |
| Physical Save | 18 |
| Spell Save | 23 |
| Mental Save | 44 |
Defense: Resistances
| Lightning | + 33%( 70%) |
| Light | + 12%( 70%) |
| Temporal | + 12%( 70%) |
| Blight | + 12%( 70%) |
| Cold | + 33%( 70%) |
| Fire | + 27%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 34% |
| Poison Resistance | 20% |
| Confusion Resistance | 79% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 302 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 415% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Wild-gift / Summoning (utility) | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Summoning (advanced) | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
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 | Galegorn the Morningwreck (0 def, 1 armour) =12 FIRE DMG=2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+2 eff.) Dmg.mod +3% light +12% fire Apr +4 ----- def ----- Armour +1 Resists +9% lightning +3% fire +6% light A pair of boots made of leather. |
| Light source | Chalarin the Gleamspar2.0 T1 lite [Rare] Nature While equipped: Stats +2 Str dps ---------- Crit.mult +5.00% Res.pen +5% physical Melee Ret 4 light ----- def ----- Defense +25 (+13 eff.) Max.HP +43.00 ---------- misc Light +3 Infravis +1 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Torchhacker the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +3% acid +15% fire Res.pen +10% acid On Hit (Melee): * 20% chance to reduce armor by 19% ----- def ----- Defense +1 (+1 eff.) ---------- misc Psi/turn +0.13 A pointy cloth hat, very wizardly... |
| On hands | Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 99.07 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | powerful ash wand of shielding [power 188] (6/17 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | warrior's copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +10% lightning ----- def ----- Armour +4 Resists +20% lightning Rings make your fingers look great! |
| On fingers | solipsist's copper ring of frost (+22%)0.1 T1 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings make your fingers look great! |
| Around neck | mindweaver's copper amulet of soulsearing0.1 T1 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Crit.mult +11.00% Spell.pwr +6 (+5 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +6% blight +6% fire ----- def ----- Mind.save +5 (+1 eff.) Confus- +10% Amulets make your neck look great! |
| In main hand | Quenchvengeance (87% power, 21 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 87% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +21 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +2% Crit.mult +8.00% Mind.pwr +4 (+2 eff.) Melee Ret 10 cold ----- def ----- Phys.save +12 (+7 eff.) Max.HP +40.00 HP.reg +4.00 ---------- misc Stam/turn +2.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Brightparry1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +12% fire Res.pen +5% fire Against +17% Summoned ----- def ----- D.Red.from +18% Summoned Mind.save +12 (+4 eff.) ---------- misc Hate/m.crit +2.00 A belt that goes around your waist. |
| In off hand | Beruhor the thorny mindstar (97% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic Power 97% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 5 mind 8 darkness Dmg.mod +4% mind +4% darkness ----- def ----- Defense +5 (+3 eff.) Resists +6% temporal Max.HP +10.00 HP.reg +0.70 Heal.mod +16% Heal/summ +16 Poison- +20% ---------- 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. |
| Cloak | Phoenixwing (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light +9% fire ----- def ----- Defense +1 (+1 eff.) Resists +6% cold +9% fire Max.HP +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Rags of the Sanctuary of life (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Nature While equipped: ----- def ----- Resists +6% blight +7% all Max.HP +45.00 HP.reg +1.70 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Primal Infusion (affinity 16%; 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 16% 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. |
movement infusion of the duelist (speed 449%; 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 449% 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 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 |
movement infusion of the titan (speed 415%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 415% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. 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 sneak (heal 385; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 385 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 219; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 219 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. Press to compare to your current inscriptions |
wild infusion (res 18%; physical; dur 4; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the sneak (res 32%; mental; dur 3; 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 cure yourself of one random mental effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the wizard (res 17%; 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 17% for 2 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 |
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. |
acid wave rune of the duelist (damage 58; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 58.50 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 41; dur 4; cd 19)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 41.07 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 20; cd 12)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 20 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 52; cd 21)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 52 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 37; cd 14)0.1 rune scroll [Ego] Arcane 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 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 37 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 27; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 27 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the warrior (range 74; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 74 with a minimum range of 15. 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. |
Unlightmistress0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Cun dps ---------- Dmg.mod +9% darkness Res.pen +5% darkness +5% nature ----- def ----- Resists +12% fire +3% darkness +14% cold Heal.mod +11% Cut- +50% Heal: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 219 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 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... |
copper amulet of perfection (0.10 Wild-gift / Call of the wild,0.10 Wild-gift / Summoning (advanced))0.1 T1 amulet jewelry [Ego+] Master While equipped: ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Summoning (advanced) Amulets make your neck look great! |
grounding copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +11% lightning Stun/Frz- +24% Amulets make your neck look great! |
steel amulet 'Ashnoon' =15 fire pen=0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +9 Lck dps ---------- Res.pen +20% cold +25% mind +15% fire Acc +8 (+8 eff.) Melee Ret 10 mind ----- def ----- Defense +7 (+4 eff.) Unseen.red 12% Amulets make your neck look great! |
warrior's copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
warrior's copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical Heal.mod +12% Cut- +50% ---------- misc Stam/turn +0.30 Heal: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 282 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Adulratha the steel ring =4 con=0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Con ----- def ----- Armour +4 Defense +20 (+10 eff.) Resists +6% blight +3% physical +9% light Phys.save +8 (+5 eff.) Rings make your fingers look great! |
rogue's copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% acid ----- def ----- Defense +4 (+2 eff.) Resists +20% acid Rings make your fingers look great! |
steel ring 'Sunshear' =5 str 5 con=0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +8 (+4 eff.) ----- def ----- Resists +3% temporal +6% light +12% darkness Mind.save +6 (+2 eff.) Disarm- +20% Teleport- +10% Rings make your fingers look great! |
balanced steel battleaxe of erosion (118% power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Nature/Master Power 118% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 nature While equipped: dps ---------- Acc +9 (+9 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +33% Massive two-handed battleaxes. |
balanced steel battleaxe of erosion (126% power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Nature/Master Power 126% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +9 nature While equipped: dps ---------- Acc +7 (+7 eff.) ----- def ----- Defense +9 (+5 eff.) Disarm- +27% Massive two-handed battleaxes. |
Silent Blade (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 35% Str, 65% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+10 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spellblaze Shard (120% power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 17 [Unique] Arcane Power 120% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+18 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
acidic steel dagger (103% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Power 103% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 Sharp, short and deadly. |
dwarven-steel dagger of evisceration (112% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Power 112% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +9 (+4 eff.) Sharp, short and deadly. |
truestriking steel dagger of rage (108% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego++] Master Power 108% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Dmg.mod +5% physical Res.pen +6% physical Acc +15 (+15 eff.) Apr +7 Sharp, short and deadly. |
warbringer's steel greatmaul (134% power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Ego+] Master Power 134% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+5 eff.) Res.pen +9% physical ----- def ----- Disarm- +19% Massive two-handed mauls. |
balanced dwarven-steel greatsword of enduring (145% power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Nature/Master Power 145% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +10 Con +16 Wil dps ---------- Acc +7 (+7 eff.) ----- def ----- Defense +12 (+6 eff.) Max.HP +14.00 Disarm- +27% Massive two-handed swords. |
balanced steel greatsword of erosion (126% power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego] Nature/Master Power 126% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Acc +9 (+9 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +42% Massive two-handed swords. |
steel greatsword of phasing (127% power, 14 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego] Arcane Power 127% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +14 Crit +3.0% Atk.spd 100% Phasing +16% Massive two-handed swords. |
thought-forged dwarven-steel greatsword (140% power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Psionic Power 140% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +14 mind On Hit: * 19% chance to reduce all saves and defense by 32 While equipped: Stats +5 Cun +5 Wil Massive two-handed swords. |
swiftstrike ash longbow4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego+] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Proj.spd +200% While equipped: Stats +3 Cun dps ---------- Phys.spd +10% Longbows are used to shoot arrows at your foes. |
steel longsword 'Greenhue' (105% power, 6 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Rare] Arcane Power 105% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +7 light Against +11% Undead On Hit.r1 +20 physical On Crit.r2 +20 nature While equipped: ----- def ----- Armour +6 Resists +5% arcane ---------- misc Max.stam +20.00 Sharp, long, and deadly. |
Glama the Glimmerwinnow (87% power, 17 apr, mind damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 87% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +17 Crit +3.0% Atk.spd 100% On Crit.r2 +8 blight While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Res.pen +5% light ----- def ----- Phys.save +2 (+2 eff.) Spell.save +3 (+1 eff.) Mind.save +9 (+3 eff.) ---------- misc Equi/ret +0.50 Max.psi +21.00 Light +3 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. |
Jetpanic the mossy mindstar (72% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 72% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% Melee+ +8 cold On Hit.r1 +4 mind While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 26% * 20% chance to reduce all saves and defense by 32 ----- def ----- Phys.save +3 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.70 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative vined mindstar of resolve (83% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 83% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +2% Crit.mult +5.00% Mind.pwr +4 (+2 eff.) ----- def ----- Spell.save +3 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cyrolelaith the Blastflash (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Spell.crit +9% Crit.mult +12.00% Spell.pwr +6 (+5 eff.) Dmg.mod +15% acid +15% darkness +12% lightning ----- def ----- Resists +12% acid +6% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff of illumination (111% power, 3 apr, acid element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+5 eff.) Dmg.mod +15% acid ----- def ----- Defense +6 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 45.68 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
cruel elm vilestaff of might (100% power, 2 apr, fire element)5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane/Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Crit.mult +11.00% Spell.pwr +3 (+3 eff.) Dmg.mod +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal elm starstaff of greater warding (100% power, 2 apr, temporal element)5.0 T1 staff 2H weapon Reqs Mag 11 [Ego++] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Crit.mult +15.00% Spell.pwr +7 (+5 eff.) Melee+ 17 fire Dmg.mod +10% temporal ----- def ----- Armour +7 Defense +6 (+3 eff.) ---------- misc See.Invis +6 Wards +3 temporal Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's yew vilestaff of might (120% power, 4 apr, acid element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 120% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +9% Spell.pwr +15 (+9 eff.) Melee+ 18 arcane Dmg.mod +20% acid ---------- misc Max.mana +38.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
swiftstrike dwarven-steel steamgun of piercing4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego++] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +800% Uses 2.0 Steam While equipped: Stats +3 Cun dps ---------- Phys.spd +10% Res.pen +7% all Acc +5 (+5 eff.) Apr +9 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Skullcleaver (120% power, 4 apr)3.0 T1 waraxe 1H weapon Reqs Str 18 [Unique] Arcane Power 120% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
acidic steel waraxe of vileness (107% power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane Power 107% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 blight On Hit: * 8% chance to reduce strength, dexterity, and constitution by 10 On Crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 One-handed war axes. |
dwarven-steel waraxe of evisceration (120% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Master Power 120% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +8 (+4 eff.) One-handed war axes. |
iron waraxe of dampening (105% power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Disrupt Power 105% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: ----- def ----- Resists +8% acid +9% lightning +9% cold +7% fire +2% all Spell.save +7 (+3 eff.) One-handed war axes. |
Dawnknave =fire res pen=1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +5% mind +20% fire Melee Ret 2 light 2 fire ----- def ----- Resists +6% lightning +7% temporal ---------- misc Light +3 A belt that goes around your waist. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
grounding rough leather belt of burglary1.0 T1 belt armor [Ego+] Nature/Master While equipped: Stats +4 Dex +3 Cun +6 Lck ----- def ----- Resists +6% lightning +6% temporal Stealth +6 ---------- misc T.Disarm +5 Infravis +4 A belt that goes around your waist. |
noble's rough leather belt of unlife =UNDEAD=1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +16% Summoned ----- def ----- Resists +6% blight D.Red.from +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
spiritwalker's rough leather belt =mag=1.0 T1 belt armor [Ego+] Arcane While equipped: Stats +4 Mag ---------- misc Mana/turn +0.13 Max.mana +23.00 A belt that goes around your waist. |
Lisoba (1 def, 0 armour) =2dex=2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Dex +3 Wil +4 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +33.00 ---------- misc Infravis +2 See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+6 eff.) Send out a range 5 beam of kinetic energy, dealing 47.47 to 59.33 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+9 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
mindwoven silk robe of frost (+18%) (0 def, 0 armour)2.0 T4 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +12% cold ----- def ----- Resists +13% all +18% cold Mind.save +19 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Kindlerune the pair of rough leather boots (0 def, 1 armour) =2CON=2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Crit.mult +5.00% Mind.pwr +15 (+6 eff.) Dmg.mod +12% fire Melee Ret 2 darkness ----- def ----- Armour +1 Phys.save +11 (+6 eff.) Mind.save +11 (+3 eff.) ---------- misc Equi/ret +0.04 A pair of boots made of leather. |
pair of iron boots of rushing (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +3 Fatigue +2% Rush: Puts all charms on 22 cooldown Level 2.0 Pwr.cost 22 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
cinder dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 7 fire Dmg.mod +6% fire ----- def ----- Armour +2 Fatigue +3% Resists +8% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves of magic (+3) (0 def, 1 armour) =3MAG=1.0 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +4 (+2 eff.) Acc +7 (+7 eff.) Apr +8 On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +8% blight Spell.save +21 (+10 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 13 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 46.65 to 139.94 lightning damage (93.30 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Eilinylrana the linen wizard hat (1 def, 0 armour) =7mag=2.0 T1 head armor [Rare] Nature While equipped: Stats +7 Mag +1 Con dps ---------- Dmg.mod +11% fire ----- def ----- Defense +1 (+1 eff.) Resists +3% temporal +16% fire ---------- misc See.Invis +6 A pointy cloth hat, very wizardly... |
Strikevein the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Dex +3 Mag dps ---------- Res.pen +10% lightning ----- def ----- Armour +1 Fatigue +1% Resists +12% mind +3% lightning ---------- misc See.Invis +6 A cap made of leather. |
Xeraldamira (0 def, 4 armour) =14 str=3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +14 Str +6 Dex +4 Wil dps ---------- Phys.pwr +8 (+4 eff.) Dmg.mod +9% physical Apr +1 ----- def ----- Armour +4 Fatigue +4% Resists +10% cold +6% nature +8% physical Phys.save +8 (+5 eff.) ---------- misc Breathe water Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 28.5 Physical damage. If the attack hits, the target is confused (24% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xylrada (1 def, 0 armour) =3str=2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Str +1 Con dps ---------- Phys.crit +1.0% ----- def ----- Defense +1 (+1 eff.) Resists +7% fire +6% cold Max.HP +40.00 Disease- +10% Disarm- +20% A pointy cloth hat, very wizardly... |
linen wizard hat of nature (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Defense +1 (+1 eff.) Resists +16% nature A pointy cloth hat, very wizardly... |
rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
iron mail armour of Eyal (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Max.HP +23.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of mail. |
rejuvenating cured leather armour of acid resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +17% acid HP.reg +3.00 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
prismatic steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego] Arcane While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +12% light +11% darkness A suit of armour made of metal plates. |
dwarven-steel shield of fire resistance (+17%) (0 def, 6 armour, 79.5 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +17% fire ---------- misc Talents +1 Block Handheld deflection devices. |
swashbuckler's dwarven-steel shield (0 def, 6 armour, 82.5 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Str +3 Dex dps ---------- Acc +5 (+5 eff.) ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Emelorilaith the Demonrock (16/16, 151% power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Random Unique] Arcane/Master Power 151% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +28.0% Capacity 16 Ranged+ +12 fire On Hit.r1 +8 darkness On Hit: * 20% chance to reduce damage dealt by 26% On Crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
6 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
46 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. |
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. |
iron pickaxe of quickening (dig speed 28 turns) =QUICKENING=3.0 T1 digger tool [Ego+] Arcane While equipped: Stats +1 Str ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Halahir the Oakthorn =4DEX=2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Str +4 Dex +2 Cun dps ---------- Dmg.mod +3% nature Melee Ret 2 mind ----- def ----- Resists +3% nature Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +9 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 22 out of 25/25. Range 5 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 85.61 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 85.61 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. |
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.(122 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Gorevice' =3MAG 4CON=2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Mag +1 Wil +4 Con dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 32 ----- def ----- Resists +3% mind +3% nature Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +9 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 8 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 119.54 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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. |
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. |
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 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Woehacker (18/18, 126% power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Rare] Arcane Power 126% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 18 Ranged+ +20 darkness On Hit.r1 +12 darkness +8 cold On Crit.r2 +12 mind On Hit: * 20% chance to reduce all saves and defense by 32 * 20% chance to reduce damage dealt by 26% * 25% chance for lightning to strike from the target to a second target dealing 19 damage Shots are used with slings to pummel your foes to death. |
pouch of iron shots 'Rotgash' (14/14, 110% power, 1 apr)3.0 T1 shot ammo Reqs Dex 11 [Rare] Master Power 110% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +10.0% Capacity 14 Ranged+ +20 nature On Hit.r1 +8 cold On Crit.r2 +20 cold On Hit: * 20% chance to slow global speed by 59% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
pouch of steel shots of paradox (19/19, 117% power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego] Arcane Power 117% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 19 Ranged+ +10 temporal On Hit: * 5% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of steel shots of grasping (19/19, 121% power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego++] Nature/Psionic Power 121% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 19 Ranged+ +13 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 207 physical damage * 20% chance to create vines that bind the target to the ground dealing 207 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
storming pouch of steel shots of accuracy (20/20, 122% power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego] Nature/Master Power 122% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +9 Apr +2 Crit +4.5% Capacity 20 Ranged+ +8 lightning On Crit.r2 +7 lightning Shots are used with slings to pummel your foes to death. |
steel torque of mindblast 'Pyrenigh' [power 160] (6/13 cooldown) =10 fire res pen=2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +9% fire Res.pen +10% fire Melee Ret 4 darkness Blast the opponent's mind dealing 166 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to reduce fatigue by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 116] (6/13 cooldown) =ESCORT=2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
elm wand of lightning storm 'Mayilrana' [power 116] (6/13 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Mind.pwr +15 (+6 eff.) ----- def ----- Resists +6% blight +6% temporal +5% arcane ---------- misc Equi/ret +0.28 Max.psi +20.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (127 total damage) Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Dripfur the Yeek Summoner level 14
2nd Dusk 122nd year of Ascendancy at 19:47 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Dripfur the Yeek Summoner level 10
5th Mirth 122nd year of Ascendancy at 23:46 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Dripfur the Yeek Summoner level 20
59th Haze 122nd year of Ascendancy at 01:03 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Dripfur the Yeek Summoner level 22
19th Regrowth 123rd year of Ascendancy at 15:38 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Dripfur the Yeek Summoner level 10
2nd Summertide 122nd year of Ascendancy at 10:33 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Dripfur the Yeek Summoner level 14
28th Haze 122nd year of Ascendancy at 22:26 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Dripfur the Yeek Summoner level 19
58th Haze 122nd year of Ascendancy at 21:31 see stats
Log
--------------------------------
Turtle uses Shell Shield.
Turtle takes cover under its shell.
Burning from Glamira the void horror hits Turtle for 37 fire damage.
Grappled from Glamira the void horror hits Turtle for 159 physical damage.
Something performs a melee critical strike against Turtle!
Something performs a melee critical strike against Turtle!
Something hits Turtle for 99 physical, 3 lightning, 47 fire, 3 lightning, 106 physical, 3 lightning, 3 lightning (268 total damage).
--------------------------------
Turtle misses Glamira the void horror.
Burning from Glamira the void horror hits Turtle for 26 fire damage.
Grappled from Glamira the void horror hits Turtle for 65 physical damage.
Glamira the void horror uses Evasion.
Glamira the void horror tries to evade attacks.
Glamira the void horror uses Take Down.
Glamira the void horror performs a melee critical strike against Turtle!
Dripfur reacts immediately after taking severe wounds!
Glamira the void horror has released the hold.
Glamira the void horror hits Turtle for 88 physical, 3 lightning (92 total damage).
Glamira the void horror hits Dripfur for 922 physical damage.
Dripfur the level 23 yeek summoner was bled to death by Glamira the void horror on level 1 of The Maze.
--------------------------------
You have 4 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Glamira the void horror killed Turtle!
Glamira the void horror killed Dripfur!
Saving game...
Saving done.




























































































































