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 Roguelike |
Sex | Male |
Race | Skeleton |
Class | Bulwark |
Level / Exp | 19 / 95% |
Size | medium |
Lifes / Deaths | Killed by decaying devourer at level 19 on the 79th Haze 122nd year of Ascendancy at 04:14 / 1 |
Primary Stats
Strength | 62 (base 47) |
Dexterity | 27 (base 12) |
Constitution | 18 (base 14) |
Magic | 10 (base 10) |
Willpower | 24 (base 10) |
Cunning | 41 (base 33) |
Resources
Life | 1/595 |
Stamina | 92/199 |
Healing Factor | 1.3211363549267 |
Regeneration | 8.2571022182919 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 30.709119195249 |
See Invisible | 30.709119195249 |
Offense: Mainhand
Damage | 75 |
Accuracy | 43 |
Crit Chance | 21% |
APR | 9 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 15 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Light | +22% |
Blight | +8% |
Physical | +9% |
All | 0% |
Nature | +5% |
Offense: Damage Penetration
Fire | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 46.381779657877 (84.596434072123%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 29 |
Physical Save | 38 |
Spell Save | 22 |
Mental Save | 26 |
Defense: Resistances
Acid | + 29%( 70%) |
Arcane | + 13%( 70%) |
Cold | + 23%( 70%) |
All | + 4%( 70%) |
Lightning | + 11%( 70%) |
Light | + 33%( 70%) |
Physical | + 13%( 70%) |
Fire | + 18%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Stun Resistance | 65% |
Confusion Resistance | 24% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Silence Resistance | 23% |
Bleed Resistance | 100% |
Disarm Resistance | 50% |
Pinning Resistance | 26% |
Instadeath Resistance | 100% |
Knockback Resistance | 80% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 150 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 108 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 Cunning stat. |
Class Talents
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Technique / Combat veteran | 1.46 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.46 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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 within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | Starspire the pair of rough leather boots (0 def, 1 armour) Starspire the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +3 Str +1 Con dps ---------- Dmg.mod +12% light +9% physical ----- def ----- Armour +1 HP.reg +4.00 Silence- +23% Confus- +24% Stun/Frz- +22% A pair of boots made of leather. |
Quiver | Huryregorion (21/21, 132% power, 2 apr) Huryregorion (21/21, 132% power, 2 apr)3.0 T2 shot ammo [Random Unique] Arcane/Master/Psionic Power 132% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 21 Proj.spd +200% Ranged+ +5 light +7 physical Against +7% Undead On Hit: * 20% chance to knock the target back 3 spaces and deal 128 physical damage On Crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
Light source | 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.(75 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Zubyressra (15 def, 3 armour) Zubyressra (15 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex +4 Cun +1 Con dps ---------- Apr +5 ----- def ----- Armour +3 Defense +15 (+7 eff.) Fatigue +5% Resists +1% physical ---------- misc Stam/turn +3.00 Max.stam +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Sludgegrip (0 def, 0 armour) 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. |
Tool | Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 13/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | Ashmoon Ashmoon0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Str dps ---------- Res.pen +20% fire ----- def ----- Armour +2 Resists +5% arcane HP.reg +2.00 Heal.mod +15% Disarm- +10% Stun/Frz- +21% Rings make your fingers look great! |
On fingers | titan's steel ring of tenacity titan's steel ring of tenacity0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Max.HP +22.00 Disarm- +20% Pinning- +26% Knockbk- +20% Rings make your fingers look great! |
Around neck | warmaker's copper amulet of perfection (0.16 Technique / Combat veteran,0.16 Technique / Combat training) warmaker's copper amulet of perfection (0.16 Technique / Combat veteran,0.16 Technique / Combat training)0.1 T1 amulet jewelry [Ego++] Master While equipped: Stats +5 Str +5 Dex +5 Wil ---------- misc Masteries +0.16 Technique/Combat veteran +0.16 Technique/Combat training Amulets make your neck look great! |
In main hand | Skullcleaver (120% power, 4 apr) Skullcleaver (120% power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 120% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery 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. |
Around waist | Mighty Girdle 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. |
In off hand | Coral Spray (8 def, 8 armour, 117% power, 48 block) Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | Cloak of Deception Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | Ce'Nota (0 def, 16 armour) Ce'Nota (0 def, 16 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: dps ---------- Melee Ret 4 arcane ----- def ----- Armour +16 Fatigue +22% Resists +26% acid +9% physical +7% lightning +5% fire +5% arcane +5% cold Disarm- +20% Stun/Frz- +22% Knockbk- +20% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 12%; reduction 2; 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 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
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..." |
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. |
acid wave rune of the duelist (damage 126; dur 4; cd 20) acid wave rune of the duelist (damage 126; dur 4; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 126.40 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. |
shielding rune of the titan (absorb 210; dur 4; cd 18) shielding rune of the titan (absorb 210; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 210 damage for 4 turns. 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. |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 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... |
Xeriadalaith the steel amulet Xeriadalaith the steel amulet0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Mag dps ---------- Phys.pwr +6 (+2 eff.) S.pwr/crit +3 Phys.spd +10% Dmg.mod +6% physical ----- def ----- Phys.save +10 (+4 eff.) Spell.save +14 (+7 eff.) Mind.save +12 (+6 eff.) Poison- +20% Cut- +10% ---------- misc Mana/turn +0.24 Max.mana +25.00 Amulets make your neck look great! |
gold amulet 'Ce'Nota' gold amulet 'Ce'Nota'0.1 T3 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +3 Wil +6 Cun +4 Con dps ---------- Mind.pwr +7 (+4 eff.) ----- def ----- Resists +3% fire +3% mind +3% darkness Mind.save +7 (+3 eff.) Confus- +10% Pinning- +20% Amulets make your neck look great! |
gold amulet 'Cobrabore' gold amulet 'Cobrabore'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Str +3 Dex dps ---------- Dmg.mod +3% nature Res.pen +15% nature On Hit (Melee): * 20% chance to reduce armor by 18% ----- def ----- Resists +3% acid Blind- +18% ---------- misc Infravis +5 Sight +2 See.Invis +5 Amulets make your neck look great! |
grounding copper amulet of constitution (+2) grounding copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +11% lightning Stun/Frz- +23% Amulets make your neck look great! |
restful copper amulet of willpower (+2) restful copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Wil ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great! |
restful steel amulet of manastreaming restful steel amulet of manastreaming0.1 T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +2 ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Mana/turn +0.18 Max.mana +30.00 Amulets make your neck look great! |
Falyregorosta the Deepshunt Falyregorosta the Deepshunt0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +9% mind Res.pen +5% darkness On Hit (Melee): * 10% chance to reduce all saves and defense by 22 ----- def ----- Armour +6 Resists +3% blight +6% mind Rings make your fingers look great! |
copper ring copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring of light (+20%) copper ring of light (+20%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Rings make your fingers look great! |
psionicist's gold ring of the mind (+12%) psionicist's gold ring of the mind (+12%)0.1 T3 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +12% mind ----- def ----- Resists +12% mind Mind.save +6 (+3 eff.) Rings make your fingers look great! |
psionicist's steel ring of sensing psionicist's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Blind- +22% ---------- misc Infravis +3 See.Stealth +5 See.Invis +8 Rings make your fingers look great! |
rogue's steel ring of clarity rogue's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Mind.save +6 (+3 eff.) Confus- +20% Rings make your fingers look great! |
savage's copper ring savage's copper ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +1 Con ----- def ----- Spell.save +10 (+5 eff.) ---------- misc Max.stam +12.00 Rings make your fingers look great! |
dwarven-steel battleaxe of rage (135% power, 2 apr) dwarven-steel battleaxe of rage (135% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Master Power 135% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Dmg.mod +10% physical Acc +10 (+3 eff.) Massive two-handed battleaxes. |
Betibrevea the Furnacespire (105% power, 6 apr) Betibrevea the Furnacespire (105% power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 105% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +9.0% Atk.spd 100% Phasing +10% On Hit.r1 +20 fire While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +10% physical Acc +7 (+2 eff.) ----- def ----- Defense +13 (+6 eff.) Resists +5% arcane Disarm- +28% Sharp, short and deadly. |
dwarven-steel dagger (118% power, 7 apr) dwarven-steel dagger (118% power, 7 apr)1.0 T3 dagger 1H weapon [Normal] Power 118% 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% Sharp, short and deadly. |
steel dagger of erosion (102% power, 6 apr) steel dagger of erosion (102% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature Power 102% 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% Melee+ +10 nature Sharp, short and deadly. |
thought-forged steel dagger (104% power, 6 apr) thought-forged steel dagger (104% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Psionic Power 104% 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% Melee+ +7 mind On Hit: * 13% chance to reduce all saves and defense by 22 While equipped: Stats +2 Cun +2 Wil Sharp, short and deadly. |
truestriking dwarven-steel dagger of enduring (114% power, 7 apr) truestriking dwarven-steel dagger of enduring (114% power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Nature/Master Power 114% 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% While equipped: Stats +7 Con +8 Wil dps ---------- Res.pen +6% physical Acc +7 (+2 eff.) Apr +8 ----- def ----- Max.HP +13.00 Sharp, short and deadly. |
dwarven-steel greatmaul of rage (154% power, 2 apr) dwarven-steel greatmaul of rage (154% power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Master Power 154% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Dmg.mod +10% physical Acc +7 (+2 eff.) Massive two-handed mauls. |
steel greatmaul of massacre (142% power, 2 apr) steel greatmaul of massacre (142% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Master Power 142% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
balanced steel greatsword (132% power, 2 apr) balanced steel greatsword (132% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 132% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +27% Massive two-handed swords. |
steel greatsword 'Camudan' (145% power, 2 apr) steel greatsword 'Camudan' (145% power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master Power 145% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +16 cold While equipped: dps ---------- Dmg.mod +3% arcane Acc +10 (+3 eff.) ----- def ----- Defense +14 (+7 eff.) Resists +3% temporal HP.reg +4.00 Blind- +20% Disarm- +30% Massive two-handed swords. |
steel greatsword of massacre (140% power, 2 apr) steel greatsword of massacre (140% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 140% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
steel greatsword of the mystic (132% power, 2 apr) steel greatsword of the mystic (132% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 132% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.pwr +9 (+7 eff.) Massive two-handed swords. |
ranger's ash longbow ranger's ash longbow4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +2 Dex Longbows are used to shoot arrows at your foes. |
yew longbow 'Ashoozer' yew longbow 'Ashoozer'4.0 T3 longbow 2H weapon Reqs Shoot [Random Unique] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +20 fire On Hit.r1 +8 fire On Crit.r2 +15 acid +39 nature While equipped: Stats +11 Con +11 Wil dps ---------- Phys.crit +11.0% Res.pen +18% acid +18% nature Acc +14 (+4 eff.) Apr +11 Melee Ret 2 lightning ----- def ----- Resists +3% fire Max.HP +18.00 Longbows are used to shoot arrows at your foes. |
yew longbow 'Galepanic' yew longbow 'Galepanic'4.0 T3 longbow 2H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +17 cold While equipped: Stats +3 Dex +4 Con dps ---------- Dmg.mod +6% lightning +17% cold +3% mind Res.pen +20% mind ----- def ----- Resists +3% lightning ---------- misc See.Invis +6 Longbows are used to shoot arrows at your foes. |
dwarven-steel longsword of erosion (125% power, 4 apr) dwarven-steel longsword of erosion (125% power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Nature Power 125% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +5 nature Sharp, long, and deadly. |
hateful steel longsword (116% power, 3 apr) hateful steel longsword (116% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Psionic Power 116% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 darkness Against +8% Living Sharp, long, and deadly. |
steel longsword (110% power, 3 apr) steel longsword (110% power, 3 apr)3.0 T2 longsword 1H weapon [Normal] Power 110% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
Glimmeroozer (110% power, 3 apr) =9 WILL 7CUN= Glimmeroozer (110% power, 3 apr) =9 WILL 7CUN=3.0 T2 mace 1H weapon [Random Unique] Nature/Master Power 110% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +8 nature While equipped: Stats +7 Con +9 Wil dps ---------- Res.pen +7% all Acc +9 (+3 eff.) Apr +5 ----- def ----- Resists +9% light +12% temporal Max.HP +20.00 Def/telep +5 Res/telep +5% Dur/telep +5% Blunt and deadly. |
acidic steel mace (105% power, 3 apr) acidic steel mace (105% power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 Blunt and deadly. |
balanced steel mace of paradox (107% power, 3 apr) balanced steel mace of paradox (107% power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane/Master Power 107% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 temporal While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +8 (+4 eff.) Resists +7% temporal Disarm- +23% Blunt and deadly. |
Eye of Winter (94% power, 18 apr, cold damage) Eye of Winter (94% power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 94% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Cold Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
Serpent's Glare (91% power, 15 apr, nature damage) Serpent's Glare (91% power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 91% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 219.20 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
creative thorny mindstar of resolve (97% power, 24 apr, nature damage) creative thorny mindstar of resolve (97% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 97% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Cun +4 Wil dps ---------- Mind.crit +3% Crit.mult +6.00% Mind.pwr +6 (+3 eff.) ----- def ----- Spell.save +4 (+2 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. |
creative vined mindstar of balance (87% power, 18 apr, mind damage) creative vined mindstar of balance (87% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] 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 +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Mind.crit +2% Crit.mult +5.00% Mind.pwr +4 (+2 eff.) ----- def ----- Phys.save +2 (+1 eff.) Spell.save +3 (+1 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. |
thorny mindstar 'Aerahor' (94% power, 24 apr, nature damage) thorny mindstar 'Aerahor' (94% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic Power 94% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +5% Mind.pwr +6 (+3 eff.) Melee+ 3 mind 7 darkness Dmg.mod +7% lightning +3% darkness +5% fire +2% mind +5% cold Phasing +20% ---------- misc Hate/kill +2.00 Psi/kill +1.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Cursed/Dark sustenance +0.10 Psionic/Voracity +0.10 Psionic/Projection Inflict 60.20 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 17 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
runic cured leather sling runic cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Ego+] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Hit: 10% Arcane Vortex 2 While equipped: Stats +1 Mag dps ---------- Spell.pwr +6 (+5 eff.) Dmg.mod +5% arcane Slings are used to hurl stones or metal shots at your foes. |
Kor's Fall (100% power, 0 apr, fire element) Kor's Fall (100% power, 0 apr, fire element)5.0 T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Power 100% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+6 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 74.55 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (149). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
ash magestaff of illumination (111% power, 3 apr, fire element) ash magestaff of illumination (111% power, 3 apr, fire 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% fire ----- 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 49.91 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. |
blighted yew starstaff of power (120% power, 4 apr, light element) blighted yew starstaff of power (120% power, 4 apr, light 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 ---------- Spell.crit +9% Spell.pwr +15 (+10 eff.) Dmg.mod +20% light ---------- misc Vim/s.crit +2.00 Max.vim +16.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short ash starstaff of power (111% power, 3 apr, light element) short ash starstaff of power (111% power, 3 apr, light element)5.0 T2 staff 1H weapon Reqs Mag 16 [Ego] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +12 (+8 eff.) Dmg.mod +15% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
mighty steel steamgun mighty steel steamgun4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +1 Str dps ---------- Phys.pwr +7 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steady steel steamgun steady steel steamgun4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +1.0% Acc +6 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
River's Fury (125% power, 8 apr) River's Fury (125% power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 125% Range: 1.4x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+7 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+3 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 68 out of 80/80. 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 2, doing 4.70 cold damage and 5.12 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 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. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
steel waraxe 'Arathra' (102% power, 3 apr) steel waraxe 'Arathra' (102% power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Nature/Psionic Power 102% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 light Against +14% Undead On Hit: * 10% chance to reduce all saves and defense by 22 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +5 Str +3 Dex +5 Mag +6 Wil +5 Cun +4 Con dps ---------- Dmg.mod +3% mind Res.pen +20% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 22 One-handed war axes. |
Stormlash (115% power, 7 apr) Stormlash (115% power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 115% Range: 1.1x Uses 100% Dex Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 11.33 to 34.00 lightning damage (based on Magic and Dexterity). Uses 9 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Infernopower Infernopower1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.crit +5% Crit.mult +10.00% Mind.pwr +4 (+2 eff.) Dmg.mod +27% fire ----- def ----- Phys.save +8 (+3 eff.) ---------- misc Psi/ret +0.04 A belt that goes around your waist. |
cleansing rough leather belt of the giants cleansing rough leather belt of the giants1.0 T1 belt armor [Ego] Disrupt/Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Resists +6% acid +5% blight Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
noble's rough leather belt of unlife noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +17% Summoned ----- def ----- Resists +5% blight D.Red.from +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt rough leather belt1.0 T1 belt armor [Normal] A belt that goes around your waist. |
Malathel the linen cloak (1 def, 0 armour) Malathel the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Phys.crit +1.0% Crit.mult +15.00% Melee Ret 2 physical ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sunquell (2 def, 0 armour) Sunquell (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) Dmg.mod +6% fire Res.pen +10% mind +10% fire Melee Ret 10 mind ----- def ----- Defense +2 (+1 eff.) Fatigue -4% Resists +9% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak (7 def, 0 armour) enveloping linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +7 (+3 eff.) Phys.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) 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) 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 (+4 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 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 31.97 to 39.97 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. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+5 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
focusing cashmere robe of the mind (+10%) (0 def, 0 armour) focusing cashmere robe of the mind (+10%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +10% mind ----- def ----- Resists +10% mind +11% all ---------- misc Mana/turn +0.10 Psi/turn +0.19 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering woollen robe of light (+21%) (0 def, 0 armour) shimmering woollen robe of light (+21%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% arcane +14% light ----- def ----- Resists +21% light +9% all ---------- misc Max.mana +13.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe (0 def, 0 armour) verdant cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% all Poison- +24% Disease- +31% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Betyssra the pair of hardened leather boots (0 def, 3 armour) Betyssra the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +6 (+5 eff.) S.pwr/crit +10 Dmg.mod +6% arcane +9% blight On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 ---------- misc Max.mana +100.00 A pair of boots made of leather. |
Emelyra the Shimmerwhisper (0 def, 3 armour) Emelyra the Shimmerwhisper (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% lightning +3% light Res.pen +5% lightning ----- def ----- Armour +3 Fatigue +2% Resists +3% lightning +6% light Silence- +22% Confus- +22% Stun/Frz- +23% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Floewarden (3 def, 3 armour) Floewarden (3 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Crit.mult +10.00% ----- def ----- Armour +3 Defense +3 (+1 eff.) Fatigue +2% Resists +6% cold Die.at -80.00 life Evasion: (Instant) Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 20% chance to evade melee and ranged attacks and 10 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Harustir (0 def, 3 armour) Harustir (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Str +1 Dex dps ---------- Phys.crit +1.0% ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +5% temporal Die.at -40.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Yverialaith the pair of hardened leather boots (0 def, 3 armour) Yverialaith the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Dex +4 Mag +5 Cun +6 Con dps ---------- Dmg.mod +6% mind ----- def ----- Armour +3 Phys.save +13 (+5 eff.) Mind.save +13 (+6 eff.) ---------- misc Infravis +3 A pair of boots made of leather. |
Spellhunt Remnants (1 def, 2 armour) 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 (+0 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) cinder dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 9 fire Dmg.mod +5% fire ----- def ----- Armour +2 Fatigue +3% Resists +5% 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. |
hardened leather gloves 'Runolandur' (0 def, 2 armour) hardened leather gloves 'Runolandur' (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +20 (+12 eff.) Melee+ 7 light Dmg.mod +6% light +6% blight ----- def ----- Armour +2 Resists +8% light ---------- misc Vim/s.crit +2.00 Max.vim +30.00 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 strength (+3) (0 def, 2 armour) scouring dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) On Melee Ret: * 21 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +10 (+5 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) 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 30.23 to 90.69 lightning damage (60.46 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
dwarven-steel helm 'Oozepyre' (0 def, 4 armour) dwarven-steel helm 'Oozepyre' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +1% physical +3% mind +8% fire +6% nature +10% cold Die.at -20.00 life Silence- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Tivon' (0 def, 3 armour) iron helm 'Tivon' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +3% physical Acc +10 (+3 eff.) Melee Ret 2 physical ----- def ----- Armour +3 Fatigue +5% Resists +3% light Phys.save +11 (+4 eff.) ---------- misc Stam/turn +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Ce'Nirena' (1 def, 0 armour) linen wizard hat 'Ce'Nirena' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Dex +3 Mag dps ---------- Dmg.mod +3% mind Res.pen +10% mind ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning +6% temporal ---------- misc Infravis +2 A pointy cloth hat, very wizardly... |
miner's iron helm (0 def, 4 armour) miner's iron helm (0 def, 4 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing dwarven-steel helm of absorption (0 def, 4 armour) stabilizing dwarven-steel helm of absorption (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +4% Phys.save +13 (+5 eff.) ---------- misc Stam/ret +1.40 Equi/ret +1.60 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing rough leather cap of strength (+3) (0 def, 1 armour) stabilizing rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+4 eff.) A cap made of leather. |
enlightening steel mail armour (2 def, 6 armour) enlightening steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Mind.save +13 (+6 eff.) A suit of armour made of mail. |
Eel-skin armour (16 def, 0 armour) Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+8 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 22 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 40.71 to 122.14 lightning damage (81.43 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+7 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
cleansing cured leather armour of cold resistance (6 def, 4 armour) cleansing cured leather armour of cold resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +11% blight +15% cold +11% nature A suit of armour made of leather. |
cured leather armour (6 def, 4 armour) cured leather armour (6 def, 4 armour)9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% A suit of armour made of leather. |
cured leather armour of clarity (6 def, 4 armour) cured leather armour of clarity (6 def, 4 armour)9.0 T2 light armor [Ego] Psionic While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +6% mind Mind.save +12 (+6 eff.) A suit of armour made of leather. |
prismatic hardened leather armour of spell shielding (9 def, 6 armour) prismatic hardened leather armour of spell shielding (9 def, 6 armour)9.0 T3 light armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +14% light +12% darkness +6% arcane Spell.save +12 (+6 eff.) A suit of armour made of leather. |
rejuvenating cured leather armour of fire resistance (6 def, 4 armour) rejuvenating cured leather armour of fire 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% fire HP.reg +3.20 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
rejuvenating cured leather armour of stability (6 def, 4 armour) rejuvenating cured leather armour of stability (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +5% physical Phys.save +12 (+4 eff.) HP.reg +2.50 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
dwarven-steel plate armour (0 def, 11 armour) dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Normal] While equipped: ----- def ----- Armour +11 Fatigue +22% A suit of armour made of metal plates. |
steel plate armour of lightning resistance (0 def, 9 armour) steel plate armour of lightning resistance (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +17% lightning A suit of armour made of metal plates. |
acidic dwarven-steel shield of lightning resistance (+23%) (0 def, 6 armour, 138% power, 77.5 block) acidic dwarven-steel shield of lightning resistance (+23%) (0 def, 6 armour, 138% power, 77.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 138% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +77 On Hit: * 16% chance to reduce armor by 18% While equipped: dps ---------- Melee+ 6 acid Melee Ret 7 acid ----- def ----- Armour +6 Fatigue +8% Resists +23% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced steel shield (0 def, 6 armour, 110% power, 66 block) reinforced steel shield (0 def, 6 armour, 110% power, 66 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 110% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +66 While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield of resilience (0 def, 4 armour, 109% power, 35.5 block) steel shield of resilience (0 def, 4 armour, 109% power, 35.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 109% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +35 While equipped: ----- def ----- Armour +4 Fatigue +8% Max.HP +42.00 ---------- misc Talents +1 Block Handheld deflection devices. |
barbed quiver of ash arrows (21/21, 139% power, 7 apr) barbed quiver of ash arrows (21/21, 139% power, 7 apr)3.0 T2 arrow ammo [Ego+] Master Power 139% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +12.5% Capacity 21 On Crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
chilling quiver of ash arrows of accuracy (22/22, 120% power, 7 apr) chilling quiver of ash arrows of accuracy (22/22, 120% power, 7 apr)3.0 T2 arrow ammo [Ego] Arcane/Master Power 120% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +7 Crit +1.5% Capacity 22 Ranged+ +8 cold Arrows are used with bows to pierce your foes to death. |
2 agate 2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
108 alchemist agate 108 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. |
aquamarine aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Noonpierce the iron pickaxe (dig speed 30 turns) Noonpierce the iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str dps ---------- Dmg.mod +9% mind Acc +4 (+1 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Resists +9% mind +3% light ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of endurance (dig speed 27 turns) dwarven-steel pickaxe of endurance (dig speed 27 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +4 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
9 spinel 9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Planar Beacon Planar Beacon1.0 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 52.29 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 52.29 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. |
bright brass lantern of focus bright brass lantern of focus2.0 T1 lite [Ego] Master/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind ---------- misc Light +6 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. |
Rod of Recall (2/2) 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 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. |
barbed pouch of steel shots of accuracy (4/18, 129% power, 2 apr) barbed pouch of steel shots of accuracy (4/18, 129% power, 2 apr)3.0 T2 shot ammo [Ego+] Master Power 129% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +8 Apr +2 Crit +10.5% Capacity 18 On Crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
chilling pouch of steel shots (19/19, 123% power, 2 apr) chilling pouch of steel shots (19/19, 123% power, 2 apr)3.0 T2 shot ammo [Ego] Arcane Power 123% 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+ +7 cold Shots are used with slings to pummel your foes to death. |
Hanilin the dwarven-steel torque of psionic shield [power 67] (22 cooldown) Hanilin the dwarven-steel torque of psionic shield [power 67] (22 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +5 Con dps ---------- Crit.mult +20.00% Res.pen +10% physical ----- def ----- Armour +6 Resists +3% acid Setup a psionic shield, reducing all damage taken by 67 for 5 turns Puts all charms on 22 cooldown 100% to increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Rhuchak the Ravenbringer [power 105] (13 cooldown) Rhuchak the Ravenbringer [power 105] (13 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% darkness Melee Ret 4 darkness ----- def ----- Resists +12% lightning +5% arcane +6% nature Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Sparkcrypt [power 1] (22 cooldown) Sparkcrypt [power 1] (22 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Resists +6% blight +3% temporal +5% arcane Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
ash totem of thorny skin [power 27] (17 cooldown) ash totem of thorny skin [power 27] (17 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
amethyst 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. |
extending ash wand of conjuration [power 160] (13 cooldown) extending ash wand of conjuration [power 160] (13 cooldown)2.0 T2 wand charm [Ego] Arcane Fire a magical bolt dealing 160 cold damage Puts all charms on 13 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 ametrine 4 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. |
6 citrine 6 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. |
4 zircon 4 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
By Cuthymabar the Skeleton Bulwark level 10
4th Flare 122nd year of Ascendancy at 17:42 see stats
By Cuthymabar the Skeleton Bulwark level 10
4th Flare 122nd year of Ascendancy at 17:41 see stats
By Cuthymabar the Skeleton Bulwark level 19
29th Haze 122nd year of Ascendancy at 13:13 see stats
By Cuthymabar the Skeleton Bulwark level 16
74th Dusk 122nd year of Ascendancy at 11:25 see stats
By Cuthymabar the Skeleton Bulwark level 9
10th Mirth 122nd year of Ascendancy at 11:01 see stats
By Cuthymabar the Skeleton Bulwark level 12
47th Dusk 122nd year of Ascendancy at 00:52 see stats
By Cuthymabar the Skeleton Bulwark level 16
72nd Dusk 122nd year of Ascendancy at 12:39 see stats
Log
Cuthymabar performs a melee critical strike against Decaying devourer!
Cuthymabar steals life from Decaying devourer!
Cuthymabar steals life from Decaying devourer!
Cuthymabar hits Decaying devourer for 44 physical, 10 cold, 19 light, 22 blight, 86 physical, 14 light, 23 blight, 90 physical (313 total damage).
Cuthymabar hits Decaying devourer for 19 light, 14 light (34 total damage).
Cuthymabar killed Decaying devourer!
Cuthymabar is no longer out of phase.
Decaying devourer tries to bite Cuthymabar with razor sharp teeth!
Cuthymabar resists the cut!
Decaying devourer tries to bite Cuthymabar with razor sharp teeth!
Cuthymabar resists the cut!
Agony from Bloated horror hits Cuthymabar for 97 mind damage.
Decaying devourer hits Cuthymabar for 8 physical damage.
Melee retaliation hits Decaying devourer for 3 arcane damage.
Melee retaliation hits Decaying devourer for 3 arcane damage.
Decaying devourer hits Cuthymabar for 8 physical damage.
--------------------------------
Cuthymabar uses Repulsion.
Decaying devourer resists the knockback!
Decaying devourer resists the knockback!
Cuthymabar hits Decaying devourer for 86 physical, 10 cold, 19 light, 19 light (137 total damage).
Cuthymabar hits Decaying devourer for 19 light, 74 physical, 10 cold, 19 light (125 total damage).
Talent Block is ready to use.
Agony from Bloated horror hits Cuthymabar for 145 mind damage.
Decaying devourer hits Cuthymabar for 8 physical damage.
Melee retaliation hits Decaying devourer for 3 arcane damage.
Melee retaliation hits Decaying devourer for 3 arcane damage.
Decaying devourer hits Cuthymabar for 8 physical damage.
Cuthymabar the level 19 skeleton bulwark was eviscerated to death by a decaying devourer on level 1 of The Maze.