Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Allow Respec Anywhere 1.2.3Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Ashes of Urh'Rok 1.6.7Official 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 1.6.6Donators/Buyers bonus! Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Items Vault 1.6.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Demon Seed Details 1.4.6This addon is for all you Demonologists out there. Further modifies demon seed names in your inventory to include details about each seed's mods and stats. No more manually tagging hundreds of seeds! I don't do this LUA/addon stuff too often so please forgive any bugs. Currently, switching invenotry tabs for example will remove the details from the seed names. To fix it just close your inventory and open it again. 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. Exponential Leveling Based More Points 1.4.3 Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Improved Auto-explore and Rest 1.6.5Quality 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. Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Myth's Tactical Borders 1.3.1This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 43 / 23% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 131 (base 60) |
Dexterity | 82 (base 60) |
Constitution | 85 (base 60) |
Magic | 86 (base 60) |
Willpower | 100 (base 60) |
Cunning | 95 (base 60) |
Resources
Steam | 0/497 |
Mana | 1402/1402 |
Equilibrium | 65 |
Vim | 898/898 |
Life | 30540/30540 |
Positive | 786/786 |
Stamina | 1091/1091 |
Psi | 810/810 |
Healing Factor | 1.6111764705882 |
Regeneration | 251.6571873991 |
Speed
Mental | +201.8% |
Attack | +201.8% |
Movement | +599.99558609093% |
Spell | +201.8% |
Global | +334.2% |
Vision
Sight | 10 |
Lite | 38 |
Infravision | 30 |
See Stealth | 183.00005590377 |
See Invisible | 195.00005590377 |
Offense: Mainhand
Damage | 740 |
Accuracy | 121 |
Crit Chance | 83% |
APR | 80 |
Speed | 0.33 |
Offense: Offhand
Damage | 367 |
Accuracy | 121 |
Crit Chance | 83% |
APR | 80 |
Speed | 0.33 |
Offense: Spell
Spellpower | 95 |
Crit Chance | 77% |
Speed | 0.33134526176276 |
Cooldown Reduction | 81.9 |
Offense: Mind
Mindpower | 112 |
Crit Chance | 58% |
Speed | 0.33134526176276 |
Offense: Damage Bonus
Acid | +96% |
Blight | +96% |
Arcane | +96% |
Cold | +96% |
All | +12% |
Physical | +147% |
Lightning | +102% |
Light | +238% |
Temporal | +96% |
Mind | +96% |
Darkness | +96% |
Fire | +238% |
Nature | +96% |
Offense: Damage Penetration
Acid | +109% |
Blight | +109% |
Arcane | +134% |
Cold | +109% |
All | +25% |
Physical | +159% |
Lightning | +114% |
Light | +109% |
Temporal | +109% |
Mind | +109% |
Darkness | +109% |
Fire | +109% |
Nature | +109% |
Defense: Base
Armour (hardiness) | 126.06214121023 (100%) |
Defense | 105 |
Ranged Defense | 105 |
Fatigue | 0 |
Physical Save | 226 |
Spell Save | 226 |
Mental Save | 218 |
Defense: Resistances
Acid | +100%(100%) |
Blight | +100%(100%) |
Arcane | +100%(100%) |
Cold | +100%(100%) |
All | +112%(100%) |
Physical | +100%(100%) |
Lightning | +100%(100%) |
Light | +100%(100%) |
Temporal | +100%(100%) |
Mind | +100%(100%) |
Darkness | +100%(100%) |
Fire | +100%(100%) |
Nature | +100%(100%) |
Defense: Immunities
Knockback Resistance | 0% |
Silence Resistance | 50% |
Instadeath Resistance | 100% |
Confusion Resistance | 26% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.3 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.3 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: 1.3 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Infusions | Effective talent level: 1.3 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.3 Rune of the RiftUse mode: Activated Range: 9 Cooldown: 3 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Inflicts 1078.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
Wild-gift / Earthen vines | 15.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Dwarven nature | 15.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Eldritch shield | 15.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 15.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Eldritch stone | 15.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Deeprock | 15.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Earthen power | 15.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone | 15.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 15.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Dwarf | 15.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 15.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Chemistry | 13.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Physics | 15.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 4.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 15.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Call of the wild | 15.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 15.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Hexes | 15.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Augmented mobility | 15.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 15.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 15.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 15.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 15.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Chant of Fortitude |
talent | Range Amplification Device |
talent | Daunting Presence |
talent | Stone Vines |
talent | Crystalline Focus |
talent | Shards |
talent | Elemental Harmony |
talent | Eldritch Infusion |
talent | Skate |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured psion to the recall portal on level 8 of Dreadfell. Escort: injured psion (level 8 of Dreadfell)As a reward you gained talent category Psionic / Augmented mobility (at mastery 0.80). | done |
You successfully escorted the injured wilder to the recall portal on level 2 of Old Forest. Escort: injured wilder (level 2 of Old Forest)As a reward you gained talent category Wild-gift / Fungus (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 151. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of drakeskin leather boots 'Chargeroar' (18 def, 5 armour) pair of drakeskin leather boots 'Chargeroar' (18 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +12 Dex +4 Mag +5 Wil dps ---------- Phys.crit +5.0% Spell.crit +4% Phys.pwr +6 (+1 eff.) Dmg.mod +6% lightning Res.pen +5% lightning Apr +11 Melee Ret 6 temporal ----- def ----- Armour +5 Defense +18 (+3 eff.) Resists +3% temporal ---------- misc Mana/turn +0.41 Max.mana +47.00 A pair of boots made of leather. |
Quiver | 63 alchemist agate 63 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. |
Light source | nightwalker's alchemist's lamp of health nightwalker's alchemist's lamp of health1.0 T3 lite [Ego+] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +6 (+1 eff.) ----- def ----- Max.HP +48.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | werebeast's hardened leather cap of fortune (0 def, 3 armour) werebeast's hardened leather cap of fortune (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature While equipped: Stats +4 Str +3 Dex +3 Cun +3 Con +10 Lck dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% ----- def ----- Armour +3 Fatigue +3% Resists -23% light A cap made of leather. |
On hands | stone warden's voratun gauntlets of the starseeker (0 def, 14 armour) stone warden's voratun gauntlets of the starseeker (0 def, 14 armour)1.5 T4 hands armor [Ego++] Arcane While equipped: Stats +3 Mag +4 Cun +12 Con ----- def ----- Armour +14 Hardiness +11% Fatigue +5% Resists +10% physical +7% light +7% darkness ---------- misc Infravis +2 Unarmed combat: Power 133% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Crit.r2 +21 light +31 darkness On Hit: 5% Stone Touch 5 Starfall: Puts all charms on 2 cooldown Level 1.3 Pwr.cost 2 out of 20/20. Range 9 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 214.48 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | crystalomancer's dwarven-steel pickaxe (dig speed 30 turns) crystalomancer's dwarven-steel pickaxe (dig speed 30 turns)3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str +2 Mag dps ---------- Spell.crit +6% ---------- misc Max.mana +38.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | voratun ring 'Bethille' voratun ring 'Bethille'0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Str +7 Dex +8 Cun dps ---------- Acc +11 (+2 eff.) ----- def ----- Mind.save +10 (+1 eff.) Max.HP +78.00 HP.reg +20.00 Heal.mod +17% Confus- +26% ---------- misc Light +3 See.Invis +12 Rings can have magical properties. |
On fingers | gold ring 'Stormhash' gold ring 'Stormhash'0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +7 Cun +7 Wil dps ---------- Mind.pwr +9 (+1 eff.) Res.pen +25% arcane Melee Ret 6 light 10 lightning ----- def ----- Resists +18% light +18% lightning Rings can have magical properties. |
Around neck | serendipitous stralite amulet of murder serendipitous stralite amulet of murder0.1 T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats +12 Lck dps ---------- Crit.mult +17.00% Acc +21 (+3 eff.) Apr +14 ----- def ----- Defense +16 (+3 eff.) Unseen.red 18% Amulets can have magical properties. |
In main hand | impervious voratun shield of earthen fury (0 def, 25 armour, 100% power, 266 block) impervious voratun shield of earthen fury (0 def, 25 armour, 100% power, 266 block)7.0 T5 shield armor [Ego++] Nature/Master When used to Attack: Power 183% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +5.0% Block +266 On Hit: * Deal physical damage equal to your armor (126) While equipped: Stats +4 Con ----- def ----- Armour +25 Fatigue +8% Phys.save +11 (+1 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
Around waist | blurring hardened leather belt of magery blurring hardened leather belt of magery1.0 T3 belt armor [Ego+] Arcane/Master While equipped: Stats +3 Mag +7 Wil dps ---------- Spell.crit +5% ----- def ----- Defense +10 (+2 eff.) Stealth +8 A belt that goes around your waist. |
In off hand | windwalling voratun shield of shrapnel (0 def, 10 armour, 100% power, 199.5 block) windwalling voratun shield of shrapnel (0 def, 10 armour, 100% power, 199.5 block)7.0 T5 shield armor [Ego++] Master/Psionic When used to Attack: Power 181% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +5.0% Block +200 Melee+ +22 physical While equipped: Stats +4 Wil dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 430 physical damage over 5 turns (1/turn) ----- def ----- Armour +10 Fatigue +8% Resists +17% physical Shield.near.proj +78 Proj.slow +26% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | Belolle the linen cloak (1 def, 0 armour) Belolle the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex +3 Wil +2 Cun dps ---------- Phys.pwr +5 (+1 eff.) Melee Ret 2 physical ----- def ----- Defense +1 (+0 eff.) ---------- misc Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+2 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+2 eff.) Mind.save +15 (+1 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Inventory
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 4 Travel.spd instantaneous Usage Speed Spell (33% 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. |
5 schematic: Fiery Salve 5 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Frost Salve 6 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamgun 4 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Steamsaw 6 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry schematic: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Water Salve 4 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating 2 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Smolderhunt the copper amulet Smolderhunt the copper amulet0.1 T1 amulet jewelry [Rare] Disrupt While equipped: Stats +3 Str +3 Mag +4 Cun ----- def ----- Resists +12% blight +12% fire +14% nature Poison- +23% Disease- +21% ---------- misc Light +2 Amulets can have magical properties. |
Earthen Beads Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 31.8 Pwr.cost 3 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 1756 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Myrim Myrim0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +5 Mag +3 Wil +7 Cun dps ---------- Melee Ret 10 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 38 ----- def ----- Crit.dmg- 15.00% Amulets can have magical properties. |
The Black Core The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
savior's steel amulet of perfection (0.20 Technique / Conditioning,0.20 Spell / Stone) savior's steel amulet of perfection (0.20 Technique / Conditioning,0.20 Spell / Stone)0.1 T2 amulet jewelry [Ego++] Master While equipped: ----- def ----- Phys.save +15 (+2 eff.) Spell.save +10 (+1 eff.) Mind.save +14 (+1 eff.) ---------- misc Masteries +0.20 Technique/Conditioning +0.20 Spell/Stone Amulets can have magical properties. |
Mirror Shards Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 322 strength, based on Magic) for 5 turns. Uses 2 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Shard of Insanity Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+1 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+3 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
gold amulet 'Anichik' gold amulet 'Anichik'0.1 T3 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Dex +6 Wil +5 Cun +5 Con dps ---------- Mind.pwr +7 (+1 eff.) Mov.spd +10% ----- def ----- Fatigue -6% Resists +3% darkness Mind.save +7 (+1 eff.) HP.reg +3.00 Silence- +20% Confus- +15% ---------- misc Stam/turn +0.60 Equi/ret +0.12 Amulets can have magical properties. |
warrior's gold amulet of manastreaming warrior's gold amulet of manastreaming0.1 T3 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Mag dps ---------- S.pwr/crit +4 ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.40 Mana/turn +0.18 Max.mana +23.00 Amulets can have magical properties. |
Layatira Layatira0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Mag +3 Con dps ---------- Spell.crit +4% ----- def ----- Resists +6% mind Phys.save +6 (+1 eff.) ---------- misc Max.mana +60.00 Rings can have magical properties. |
psionicist's copper ring of clarity psionicist's copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +11 (+1 eff.) Confus- +20% Rings can have magical properties. |
solipsist's copper ring of pilfering solipsist's copper ring of pilfering0.1 T1 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) Acc +8 (+1 eff.) Apr +8 ----- def ----- Defense +8 (+1 eff.) Disengage: Puts all charms on 1 cooldown Level 2.6 Pwr.cost 1 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
wizard's copper ring of arcana (+0.11/turn) wizard's copper ring of arcana (+0.11/turn)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+1 eff.) Silence- +21% ---------- misc Mana/turn +0.11 Rings can have magical properties. |
Nightsong Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+1 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.6 Pwr.cost 5 out of 50/50. Range 10 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 167% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of Growth Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+1 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Splendouroath Splendouroath0.1 T2 ring jewelry [Rare] Master While equipped: Stats +7 Str +3 Dex +4 Cun dps ---------- Dmg.mod +9% mind ----- def ----- Armour +10 Resists +18% light Crit.dmg- 15.00% ---------- misc Infravis +3 See.Invis +6 Rings can have magical properties. |
Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 39.20 cold and 49.31 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 5 power out of 60/60 This azure ring seems to be always moist to the touch. |
sneakthief's steel ring of corrosion (+22%) sneakthief's steel ring of corrosion (+22%)0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Cun +5 Dex dps ---------- Dmg.mod +11% acid Acc +9 (+1 eff.) ----- def ----- Resists +22% acid Rings can have magical properties. |
Chydas the gold ring Chydas the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Str +8 Con dps ---------- Phys.pwr +11 (+1 eff.) Acc +30 (+4 eff.) Melee Ret 8 physical ----- def ----- Armour +2 Defense +10 (+2 eff.) ---------- misc Stam/turn +2.00 Rings can have magical properties. |
Inertial Twine Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+1 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-1 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
conjurer's stralite ring of tenacity conjurer's stralite ring of tenacity0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) ----- def ----- Max.HP +34.00 Disarm- +35% Pinning- +35% Knockbk- +20% Rings can have magical properties. |
gladiator's stralite ring gladiator's stralite ring0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +8 Str +6 Con dps ---------- Phys.pwr +7 (+1 eff.) Rings can have magical properties. |
Kor's Fall (100% power, 0 apr, darkness element) Kor's Fall (100% power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 100% Range: 1.2x Uses 160% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 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 3.9 Pwr.cost 1 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 655.19 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% (1310). 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. |
Crystal Shard (113% power, 4 apr, physical element) Crystal Shard (113% power, 4 apr, physical element)5.0 T2 staff 2H weapon [Unique] Arcane Power 113% Range: 1.2x Uses 180% Mag, 40% Wil Dmg Arcane Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+3 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 4 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Penitence (111% power, 4 apr, nature element) Penitence (111% power, 4 apr, nature element)5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 111% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Nature Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+3 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+1 eff.) ---------- misc Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 1 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Bolbum's Big Knocker (176% power, 10 apr, physical element) Bolbum's Big Knocker (176% power, 10 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane Power 176% Range: 1.2x Uses 190% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+3 eff.) Dmg.mod +20% physical Acc +7 (+1 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 9.2 Pwr.cost 1 out of 20/20. Range 10 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 135% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Plague-Fire Sceptre (127% power, 4 apr, physical element) Plague-Fire Sceptre (127% power, 4 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane Power 127% Range: 1.2x Uses 200% Mag, 40% Wil Dmg Fire Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+6 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 2 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
Staff of Absorption Staff of Absorption7.0 staff 2H weapon [Plot Item] Unknown Power 137% Range: 1.1x Uses 150% Mag, 40% Wil Dmg Arcane Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+4 eff.) Acc +20 (+3 eff.) Absorb energies. Uses 84 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Drake's Bane (156% power, 21 apr) Drake's Bane (156% power, 21 apr)3.0 T2 battleaxe 2H weapon [Unique] Master Power 156% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+1 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Crude Iron Battle Axe of Kroll (180% power, 7 apr) Crude Iron Battle Axe of Kroll (180% power, 7 apr)3.0 T4 battleaxe 2H weapon [Unique] Master Power 180% Range: 1.5x Uses 40% Wil, 50% Mag, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+1 eff.) Stun/Frz- +30% Knockbk- +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Bill's Tree Trunk (136% power, 7 apr) Bill's Tree Trunk (136% power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 40% Wil, 50% Mag, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.6 Pwr.cost 2 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by a temporary damage shield there is 70% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
plaguebringer's iron greatmaul (119% power, 1 apr) plaguebringer's iron greatmaul (119% power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego+] Arcane Power 120% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 1 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 38 While equipped: ----- def ----- Disease- +15% Massive two-handed mauls. |
Spellcrusher (139% power, 4 apr) Spellcrusher (139% power, 4 apr)5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 139% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+1 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
Tirakai's Maul (139% power, 6 apr) Tirakai's Maul (139% power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 139% Range: 1.3x Uses 40% Wil, 60% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 1 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Unstoppable Mauler (159% power, 15 apr) Unstoppable Mauler (159% power, 15 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 160% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Crit +3.0% Atk.spd 100% On Hit: 15% Sunder Armour 3 While equipped: dps ---------- Acc +20 (+3 eff.) ----- def ----- Pinning- +100% Knockbk- +100% Fearless Cleave: Level 3.9 Pwr.cost 2 out of 18/18. Range melee/personal Travel.spd instantaneous Description: Take a step toward your foes then use the momentum to cleave all creatures adjacent to you for 135% weapon damage. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
Spectral Blade (130% power, 25 apr) Spectral Blade (130% power, 25 apr)0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 131% Range: 1.6x Uses 40% Wil, 60% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
Genocide (152% power, 4 apr) Genocide (152% power, 4 apr)3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 152% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
River's Fury (125% power, 8 apr) River's Fury (125% power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 126% Range: 1.4x Uses 40% Wil, 50% Mag, 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 (+2 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+2 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.3 Pwr.cost 7 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 4, doing 54.84 cold damage and 68.97 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 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. |
Acera (140% power, 4 apr) Acera (140% power, 4 apr)3.0 T3 longsword 1H weapon [Unique] Arcane/Master Power 141% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Acid Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% On Crit.r2 +40 corrosive acid While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +20% acid Res.pen +20% acid ----- def ----- Resists +15% acid Corrosive Worm: Level 5.2 Pwr.cost 3 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 21% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 69 acid damage in a 4 radius ball. This damage will increase by 51% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Sword of Potential Futures (133% power, 10 apr) Sword of Potential Futures (133% power, 10 apr)3.0 T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Power 134% Range: 1.4x Uses 40% Wil, 70% Mag, 80% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Crooked Club (129% power, 4 apr) Crooked Club (129% power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 129% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+2 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Skullcleaver (120% power, 4 apr) Skullcleaver (120% power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 121% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% 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. |
Blood-Letter (140% power, 4.5 apr) Blood-Letter (140% power, 4.5 apr)3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 141% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Malediction (150% power, 15 apr) Malediction (150% power, 15 apr)3.0 T4 waraxe 1H weapon [Unique] Arcane Power 150% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +15 Crit +10.0% Atk.spd 100% On Hit.r1 +25 blight On Hit: 10% Curse of Death 3 On Hit: 10% Curse of Vulnerability 3 While equipped: dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +20% blight On Spell Hit: 10% Curse of Impotence 3 On Spell Hit: 10% Curse of Defenselessness 3 The land withers and crumbles wherever this cursed axe rests. |
Silent Blade (129% power, 10 apr) Silent Blade (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 40% Wil, 55% Dex, 50% Mag 35% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.3% 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 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spellblaze Shard (120% power, 10 apr) Spellblaze Shard (120% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 121% Range: 1.3x Uses 40% Wil, 45% Dex, 50% Mag 45% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.3% 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. |
Umbral Razor (129% power, 10 apr) Umbral Razor (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 40% Wil, 45% Dex, 60% Mag 45% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.9 Pwr.cost 2 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a bolt of darkness, doing 478.49 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Dagger of the Past (129% power, 20 apr) Dagger of the Past (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 129% Range: 1.3x Uses 40% Wil, 100% Mag, 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+2 eff.) Spell.save +10 (+1 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Moon (100% power, 0 apr) Moon (100% power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 100% Range: 1.3x Uses 40% Wil, 20% Dex, 50% Mag 20% Str Dmg Darkness Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Shantiz the Stormblade (111% power, 20 apr) Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 40% Wil, 50% Mag, 100% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Spelldrinker (132% power, 8 apr) Spelldrinker (132% power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 132% Range: 1.3x Uses 40% Wil, 45% Str, 55% Mag 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+1 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Star (100% power, 0 apr) Star (100% power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 100% Range: 1.3x Uses 40% Wil, 20% Dex, 50% Mag 20% Str Dmg Light Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Swordbreaker (129% power, 20 apr) Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Mag 50% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+2 eff.) Phys.save +15 (+2 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
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 92% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% 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 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.6 Pwr.cost 1 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 392.16 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Bloomsoul (94% power, 13 apr, nature damage) Bloomsoul (94% power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 95% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.3 Pwr.cost 4 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 57 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Eye of Summer (94% power, 18 apr, fire damage) Eye of Summer (94% power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 95% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Fire Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
Great Caller (100% power, 18 apr, nature damage) Great Caller (100% power, 18 apr, nature damage)3.0 T3 mindstar 1H weapon [Unique] Nature Power 100% Range: 1.1x Uses 70% Wil, 50% Mag, 50% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+2 eff.) Dmg.mod +8% fire +8% physical +8% cold ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Psionic Fury (104% power, 25 apr, mind damage) Psionic Fury (104% power, 25 apr, mind damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 105% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +25 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +8% Mind.pwr +10 (+2 eff.) Dmg.mod +15% mind +5% physical ----- def ----- Resists +10% mind Release a wave of psionic power, dealing 450.80 mind damage (based on Willpower) to all within radius 5. Uses 4 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
Stormlash (115% power, 7 apr) Stormlash (115% power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 115% Range: 1.1x Uses 40% Wil, 50% Mag, 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 (+1 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 60.82 to 182.47 lightning damage (based on Magic and Dexterity). Uses 1 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Scorpion's Tail (133% power, 8 apr) Scorpion's Tail (133% power, 8 apr)3.0 T3 whip 1H weapon [Unique] Nature Power 134% Range: 1.1x Uses 40% Wil, 50% Mag, 100% Dex Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +5.0% Atk.spd 125% Melee+ +22 poison +22 bleed On Hit: 30% Disarm 3 While equipped: dps ---------- Acc +10 (+2 eff.) ---------- misc See.Stealth +9 See.Invis +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
Surefire Surefire4.0 T1 longbow 2H weapon [Unique] Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.3% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+2 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Eldoral Last Resort Eldoral Last Resort4.0 T3 sling 1H weapon [Unique] Master Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 143% Range +10 While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +15% physical ---------- misc Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
Hare-Skin Sling Hare-Skin Sling4.0 T3 sling 1H weapon [Unique] Nature Power 66% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+2 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.9 Pwr.cost 1 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 144% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Hornet Stingers (20/20, 117% power, 10 apr) Hornet Stingers (20/20, 117% power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 117% Range: 1.4x Uses 40% Wil, 70% Dex, 50% Mag 50% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
acidic pouch of iron shots of crippling (20/20, 111% power, 1 apr) acidic pouch of iron shots of crippling (20/20, 111% power, 1 apr)3.0 T1 shot ammo [Ego+] Arcane/Master Power 111% Range: 1.2x Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +10.0% Capacity 20 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 240 damage over 5 turns and reducing armor and accuracy by 30 Shots are used with slings to pummel your foes to death. |
Pouch of the Subconscious (20/20, 147% power, 15 apr) Pouch of the Subconscious (20/20, 147% power, 15 apr)3.0 T4 shot ammo [Unique] Psionic Power 147% Range: 1.2x Uses 50% Wil, 70% Dex, 50% Mag 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Coral Spray (8 def, 8 armour, 100% power, 48 block) Coral Spray (8 def, 8 armour, 100% power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 40% Wil, 50% Mag, 140% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) 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 (+1 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. |
iron shield of lightning resistance (+17%) (0 def, 2 armour, 100% power, 18.5 block) iron shield of lightning resistance (+17%) (0 def, 2 armour, 100% power, 18.5 block)7.0 T1 shield armor [Ego] Master When used to Attack: Power 92% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +2.5% Block +18 While equipped: ----- def ----- Armour +2 Fatigue +8% Resists +17% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
Issilathadur the Winterwend (0 def, 4 armour, 100% power, 42 block) Issilathadur the Winterwend (0 def, 4 armour, 100% power, 42 block)7.0 T2 shield armor [Rare] Nature When used to Attack: Power 108% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +42 On Hit.r1 +13 fire On Crit.r2 +4 nature While equipped: Stats +1 Mag +5 Con dps ---------- Melee+ 6 fire Dmg.mod +6% cold Melee Ret 4 fire 2 cold ----- def ----- Armour +4 Fatigue +8% Resists +6% cold ---------- misc See.Invis +6 Talents +1 Block Handheld deflection devices. |
Wrathroot's Barkwood (9 def, 10 armour, 100% power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 100% power, 60 block)7.0 T2 shield armor [Unique] Nature When used to Attack: Power 132% Range: 1.4x Uses 40% Wil, 50% Mag, 150% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+1 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
acidic steel shield of fire resistance (+16%) (0 def, 4 armour, 100% power, 42 block) acidic steel shield of fire resistance (+16%) (0 def, 4 armour, 100% power, 42 block)7.0 T2 shield armor [Ego] Nature/Master When used to Attack: Power 115% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +42 On Hit: * 12% chance to reduce armor by 49% While equipped: dps ---------- Melee+ 6 acid Melee Ret 3 acid ----- def ----- Armour +4 Fatigue +8% Resists +16% fire ---------- misc Talents +1 Block Handheld deflection devices. |
coruscating dwarven-steel shield of the stars (0 def, 6 armour, 100% power, 80 block) coruscating dwarven-steel shield of the stars (0 def, 6 armour, 100% power, 80 block)7.0 T3 shield armor [Ego++] Arcane When used to Attack: Power 133% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +80 Melee+ +13 fire +13 light +12 darkness While equipped: Stats +3 Str +3 Mag +3 Cun dps ---------- Dmg.mod +13% light +13% darkness Melee Ret 2 fire ----- def ----- Armour +6 Fatigue +8% Resists +12% fire +10% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
dwarven-steel shield of shrapnel (0 def, 6 armour, 100% power, 72.5 block) dwarven-steel shield of shrapnel (0 def, 6 armour, 100% power, 72.5 block)7.0 T3 shield armor [Ego+] Master When used to Attack: Power 132% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +72 While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 430 physical damage over 5 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
flaming dwarven-steel shield of fire resistance (+18%) (0 def, 6 armour, 100% power, 88 block) flaming dwarven-steel shield of fire resistance (+18%) (0 def, 6 armour, 100% power, 88 block)7.0 T3 shield armor [Ego] Nature/Master When used to Attack: Power 134% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +88 On Hit.r1 +12 fire While equipped: dps ---------- Melee+ 7 fire Melee Ret 4 fire ----- def ----- Armour +6 Fatigue +8% Resists +18% fire ---------- misc Talents +1 Block Handheld deflection devices. |
Piercing Gaze (5 def, 25 armour, 100% power, 180 block) Piercing Gaze (5 def, 25 armour, 100% power, 180 block)7.0 T4 shield armor [Unique] Arcane When used to Attack: Power 150% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +5.0% Block +180 While equipped: dps ---------- On shield block: * 30% chance of petrifying the attacker. ----- def ----- Armour +25 Defense +5 (+1 eff.) Rng.Def +10 (+2 eff.) Fatigue +12% Resists +10% acid +10% physical +10% lightning +10% fire ---------- misc Talents +1 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Sanguine Shield (0 def, 15 armour, 100% power, 220 block) Sanguine Shield (0 def, 15 armour, 100% power, 220 block)7.0 T4 shield armor [Unique] Master When used to Attack: Power 150% Range: 1.2x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +9.0% Block +220 HP.leech +8% While equipped: Stats +10 Con dps ---------- Melee Ret 15 draining blight ----- def ----- Armour +15 Fatigue +19% Resists +25% blight +10% light HP.reg +5.00 ---------- misc Talents +1 Block Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Snowtyphoon the stralite shield (0 def, 8 armour, 100% power, 132 block) Snowtyphoon the stralite shield (0 def, 8 armour, 100% power, 132 block)7.0 T4 shield armor [Rare] Master When used to Attack: Power 152% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +132 While equipped: Stats +6 Dex +3 Wil +4 Cun +9 Con dps ---------- Dmg.mod +9% darkness Melee Ret 10 cold ----- def ----- Armour +8 Fatigue +8% Resists +35% cold Crit.dmg- 15.44% ---------- misc Talents +1 Block Handheld deflection devices. |
acidic stralite shield of shrapnel (0 def, 8 armour, 100% power, 137 block) acidic stralite shield of shrapnel (0 def, 8 armour, 100% power, 137 block)7.0 T4 shield armor [Ego+] Nature/Master When used to Attack: Power 160% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +137 On Hit: * 20% chance to reduce armor by 49% While equipped: dps ---------- Melee+ 6 acid On shield block: * Cause enemies within radius 6 to bleed for 430 physical damage over 5 turns (1/turn) Melee Ret 6 acid ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
corrosive stralite shield of shrapnel (0 def, 8 armour, 100% power, 134 block) corrosive stralite shield of shrapnel (0 def, 8 armour, 100% power, 134 block)7.0 T4 shield armor [Ego++] Arcane/Master When used to Attack: Power 163% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +134 Melee+ +16 acid While equipped: Stats +4 Con dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 430 physical damage over 5 turns (1/turn) On Melee Ret: * 17% chance to reduce armor by 49% ----- def ----- Armour +8 Fatigue +8% Resists +13% acid ---------- misc Talents +1 Block Handheld deflection devices. |
stralite shield of the stars (0 def, 8 armour, 100% power, 147 block) stralite shield of the stars (0 def, 8 armour, 100% power, 147 block)7.0 T4 shield armor [Ego+] Arcane When used to Attack: Power 154% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +147 Melee+ +14 light +13 darkness While equipped: Stats +3 Cun +5 Mag dps ---------- Dmg.mod +13% light +14% darkness ----- def ----- Armour +8 Fatigue +8% Resists +15% light +13% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
swashbuckler's stralite shield of resistance (0 def, 8 armour, 100% power, 134 block) swashbuckler's stralite shield of resistance (0 def, 8 armour, 100% power, 134 block)7.0 T4 shield armor [Ego++] Nature/Master When used to Attack: Power 159% Range: 1.2x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.5% proc dam (max 250%) Crit +4.5% Block +134 While equipped: Stats +6 Str +4 Dex dps ---------- Acc +6 (+1 eff.) ----- def ----- Armour +8 Fatigue +8% Resists +7% acid +9% fire +5% lightning +5% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Bikini (0 def, 0 armour) Bikini (0 def, 0 armour)2.0 T1 cloth armor [Unique] While equipped: ----- def ----- Resists +7% all Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
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 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+2 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Water +0.30 Spell/Ice +0.30 Spell/Frost alchemy On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
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 (+1 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+2 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+1 eff.) Send out a range 5 beam of kinetic energy, dealing 157.78 to 197.23 physical damage (based on Willpower and Cunning) with knockback. Uses 1 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) 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 (+3 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. |
Firewalker (15 def, 2 armour) Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+2 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
The Calm (15 def, 0 armour) The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+2 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+1 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
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 (+3 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.6 Pwr.cost 3 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 243.59 to 730.78 lightning damage (487.19 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+2 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+1 eff.) Fatigue +7% Resists +35% nature Crit.dmg- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
enlightening reinforced leather armour of Eyal (12 def, 7 armour) enlightening reinforced leather armour of Eyal (12 def, 7 armour)9.0 T4 light armor [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +7 Defense +12 (+2 eff.) Fatigue +8% Mind.save +14 (+1 eff.) Max.HP +52.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of leather. |
enlightening drakeskin leather armour of the hero (20 def, 8 armour) enlightening drakeskin leather armour of the hero (20 def, 8 armour)9.0 T5 light armor [Ego++] Arcane/Nature/Master/Psionic While equipped: Stats +8 Str +6 Dex +6 Mag +12 Wil +11 Cun ----- def ----- Armour +8 Defense +20 (+3 eff.) Fatigue +8% Mind.save +10 (+1 eff.) Max.HP +67.00 A suit of armour made of leather. |
enlightening iron mail armour of Eyal (2 def, 4 armour) enlightening iron mail armour of Eyal (2 def, 4 armour)14.0 T1 heavy armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Mind.save +11 (+1 eff.) Max.HP +25.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of mail. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Kindlewalker (2 def, 6 armour) Kindlewalker (2 def, 6 armour)14.0 T2 heavy armor [Rare] Disrupt While equipped: Stats +8 Str +4 Dex +2 Mag +2 Con dps ---------- Melee Ret 4 light ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +12% nature +12% blight D.Red.from +7% Unnatural A suit of armour made of mail. |
dwarven-steel mail armour 'Blazebender' (3 def, 14 armour) dwarven-steel mail armour 'Blazebender' (3 def, 14 armour)14.0 T3 heavy armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Con dps ---------- Dmg.mod +3% light +3% mind Res.pen +5% light ----- def ----- Armour +14 Defense +3 (+0 eff.) Fatigue +6% Resists +12% light Phys.save +7 (+1 eff.) Max.HP +78.00 HP.reg +6.00 Heal.mod +10% ---------- misc Light +3 A suit of armour made of mail. |
fortifying dwarven-steel mail armour of the deep (3 def, 11 armour) fortifying dwarven-steel mail armour of the deep (3 def, 11 armour)14.0 T3 heavy armor [Ego++] Nature/Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +11 Defense +3 (+0 eff.) Fatigue +12% Resists +7% acid +8% cold Max.HP +54.00 ---------- misc Breathe water A suit of armour made of mail. |
enlightening stralite mail armour of fire resistance (4 def, 8 armour) enlightening stralite mail armour of fire resistance (4 def, 8 armour)14.0 T4 heavy armor [Ego+] Master/Psionic While equipped: Stats +3 Cun +6 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +17% fire Mind.save +16 (+2 eff.) A suit of armour made of mail. |
iron plate armour 'Fogglory' (0 def, 7 armour) iron plate armour 'Fogglory' (0 def, 7 armour)17.0 T1 massive armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% mind Res.pen +5% mind On Hit (Melee): * 20% chance to reduce damage dealt by 42% ----- def ----- Armour +7 Fatigue +22% Resists +12% blight +11% darkness +9% acid ---------- misc Light +1 A suit of armour made of metal plates. |
Duskwrither Duskwrither1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +9% darkness ----- def ----- Resists +6% lightning +1% physical +3% fire Max.HP +33.00 A belt that goes around your 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. |
Girdle of the Calm Waters Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Neira's Memory Neira's Memory1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 315, based on Magic) for 10 turns. Uses 2 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
hardened leather belt 'Dimpiercer' hardened leather belt 'Dimpiercer'1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Crit.mult +15.00% Mind.pwr +5 (+1 eff.) Dmg.mod +9% fire Acc +10 (+2 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 42% ----- def ----- Resists +3% physical Phys.save +11 (+1 eff.) ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
monstrous hardened leather belt of the vagrant monstrous hardened leather belt of the vagrant1.0 T3 belt armor [Ego++] Nature While equipped: Stats +5 Str +8 Con dps ---------- Phys.pwr +8 (+1 eff.) Mind.pwr +5 (+1 eff.) ----- def ----- Phys.save +8 (+1 eff.) Mind.save +8 (+1 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Destala's Scales (10 def, 0 armour) Destala's Scales (10 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+2 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 2.6 Pwr.cost 2 out of 20/20. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 46% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
pair of rough leather boots 'Voidpulverizer' (0 def, 1 armour) pair of rough leather boots 'Voidpulverizer' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Str +3 Dex +3 Con dps ---------- Res.pen +5% mind ----- def ----- Armour +1 Resists +3% darkness ---------- misc Max.hate +2.00 Rush: Puts all charms on 3 cooldown Level 3.9 Pwr.cost 3 out of 25/25. Range 9 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. A pair of boots made of leather. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 47.7 Pwr.cost 2 out of 20/20. Range 10 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 10 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+1 eff.) Mind.save +10 (+1 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 3 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Islewen the rough leather gloves (10 def, 5 armour) Islewen the rough leather gloves (10 def, 5 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.crit +1.0% Melee+ 6 fire Dmg.mod +4% fire ----- def ----- Armour +5 Defense +10 (+2 eff.) Resists +5% fire Unarmed combat: Power 90% Range: 1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +5 fire On Hit: 10% Fire Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 109% Range: 1.1x Uses 70% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
heroic hardened leather gloves of spellstriking (0 def, 6 armour) heroic hardened leather gloves of spellstriking (0 def, 6 armour)1.0 T2 hands armor [Ego++] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 9 arcane Dmg.mod +5% arcane ----- def ----- Armour +6 Resists +5% arcane Mind.save +8 (+1 eff.) Max.HP +45.00 Unarmed combat: Power 122% Range: 1.1x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Acc +6 Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 arcane On Hit: 10% Manathrust 3 On Hit: 10% Battle Shout 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Satyrtyphoon the iron gauntlets (0 def, 1 armour) Satyrtyphoon the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 acid Dmg.mod +4% acid ----- def ----- Armour +1 Fatigue +1% Resists +6% acid +6% nature Crit.dmg- 5.00% ---------- misc Light +3 Infravis +3 Unarmed combat: Power 104% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +6 acid On Hit: 10% Corrosive Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Emeluldalaith the Breezefoe (0 def, 2 armour) Emeluldalaith the Breezefoe (0 def, 2 armour)1.5 T2 hands armor [Rare] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +25 (+4 eff.) Melee+ 7 fire Dmg.mod +15% mind +8% fire Res.pen +15% nature ----- def ----- Armour +2 Fatigue +3% Resists +6% fire Unarmed combat: Power 120% Range: 1.4x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +5 fire On Hit: 10% Fire Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
alchemist's dwarven-steel gauntlets of the nighthunter (0 def, 2 armour) alchemist's dwarven-steel gauntlets of the nighthunter (0 def, 2 armour)1.5 T2 hands armor [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +3 Wil +2 Cun dps ---------- Melee+ 6 acid 6 fire 5 cold 5 lightning Acc +8 (+1 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +7% darkness ---------- misc Infravis +1 Unarmed combat: Power 123% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +4 Apr +9 Crit +13.0% Atk.spd 83% Melee+ +7 ice +7 darkness +9 fire +5 lightning +12 acid On Crit: 10% Dominate 3 Track: Puts all charms on 2 cooldown Level 31.8 Pwr.cost 2 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 127 for 19 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
cinder dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) cinder dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+1 eff.) Melee+ 8 fire Dmg.mod +4% fire ----- def ----- Armour +2 Fatigue +3% Resists +6% fire Unarmed combat: Power 131% Range: 1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +9 fire On Hit: 10% Fire Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
alchemist's voratun gauntlets of dexterity (+5) (0 def, 3 armour) alchemist's voratun gauntlets of dexterity (+5) (0 def, 3 armour)1.5 T4 hands armor [Ego+] Arcane/Master While equipped: Stats +5 Dex +4 Mag +4 Wil dps ---------- Melee+ 8 acid 10 fire 7 cold 9 lightning Acc +19 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% Unarmed combat: Power 136% Range: 1.4x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +15 Crit +19.0% Atk.spd 83% Melee+ +14 ice +23 fire +10 acid +18 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets of archery (0 def, 7 armour) heroic voratun gauntlets of archery (0 def, 7 armour)1.5 T4 hands armor [Ego++] Master While equipped: Stats +5 Cun +7 Dex dps ---------- Acc +8 (+1 eff.) Apr +12 ----- def ----- Armour +7 Fatigue +5% Mind.save +13 (+1 eff.) Max.HP +50.00 Unarmed combat: Power 139% Range: 1.4x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +16 Apr +24 Crit +10.0% Atk.spd 83% On Hit: 10% Battle Shout 5 On Hit: 15% Perfect Strike 5 Steady Shot: Puts all charms on 2 cooldown Level 3.9 Pwr.cost 2 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
cashmere wizard hat of the Brotherhood (2 def, 0 armour) cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +4 Mag +6 Con dps ---------- Dmg.mod +10% arcane ----- def ----- Defense +2 (+0 eff.) ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Arcane Eye: (Instant) Puts all charms on 1 cooldown Level 6.5 Pwr.cost 1 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
shielding cashmere wizard hat of madness (2 def, 0 armour) shielding cashmere wizard hat of madness (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +3 Wil +3 Cun dps ---------- Mind.crit +4% ----- def ----- Defense +2 (+0 eff.) Spell.save +8 (+1 eff.) Mind.save +18 (+2 eff.) Confus- -20% Fear- -20% Hateful Whisper: Puts all charms on 2 cooldown Level 3.9 Pwr.cost 2 out of 15/15. Range 8 Travel.spd instantaneous Is a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 740 mind damage and feed you 4 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance to brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Brightpyre (0 def, 1 armour) Brightpyre (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Wil +1 Con dps ---------- Dmg.mod +6% light Res.pen +10% physical ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold Die.at -20.00 life ---------- misc See.Invis +3 A cap made of leather. |
Starfury (0 def, 1 armour) Starfury (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% blight +6% acid +6% nature +5% arcane Phys.save +12 (+1 eff.) Spell.save +3 (+0 eff.) ---------- misc Light +3 A cap made of leather. |
Deepsraider the hardened leather cap (0 def, 3 armour) Deepsraider the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Str +8 Lck +3 Con dps ---------- Phys.crit +5.0% Spell.crit +3% Mind.crit +6% Crit.mult +10.00% Res.pen +15% darkness ----- def ----- Armour +3 Fatigue +3% Resists +2% physical A cap made of leather. |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Singestalker the hardened leather cap (0 def, 3 armour) Singestalker the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Dmg.mod +6% mind +12% fire Res.pen +20% mind Melee Ret 10 fire ----- def ----- Armour +3 Fatigue +3% Resists +9% blight +9% mind Mind.save +6 (+1 eff.) ---------- misc Light +3 A cap made of leather. |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+3 eff.) ----- def ----- Defense +8 (+1 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.6 Pwr.cost 2 out of 45/45. Range 10 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 71.54 mind and 71.54 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 38% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 38. Terrified: Deals 17.64 mind and 17.64 darkness damage per turn and increases cooldowns by 57%. Haunted: Causes the target to suffer 27.78 mind and 27.78 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
champion's hardened leather cap of fortune (0 def, 3 armour) champion's hardened leather cap of fortune (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +3 Str +3 Wil +8 Lck dps ---------- Phys.crit +6.0% Spell.crit +4% Mind.crit +2% ----- def ----- Armour +3 Fatigue +3% Mind.save +7 (+1 eff.) ---------- misc Light +2 A cap made of leather. |
hardened leather cap 'Korudradig' (0 def, 3 armour) hardened leather cap 'Korudradig' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +14 Str +3 Mag +7 Con ----- def ----- Armour +3 Fatigue +3% Crit.dmg- 15.00% Phys.save +10 (+1 eff.) Mind.save +10 (+1 eff.) ---------- misc Infravis +3 Battle Cry: Puts all charms on 3 cooldown Level 2.6 Pwr.cost 3 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Manakhad (0 def, 3 armour) Manakhad (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% On Hit (Melee): * 20% chance to slow global speed by 84% ----- def ----- Armour +3 Fatigue +5% Resists +12% acid +6% fire +5% arcane +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Mirespire the iron helm (0 def, 3 armour) Mirespire the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Melee Ret 2 mind 4 nature ----- def ----- Armour +3 Fatigue +5% Mind.save +9 (+1 eff.) ---------- misc Stam/ret +0.90 Equi/ret +0.80 Psi/ret +0.16 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of strength (+3) (0 def, 3 armour) iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Burning Pain (6 def, 0 armour) Crown of Burning Pain (6 def, 0 armour)4.0 T3 head armor [Unique] Arcane While equipped: Stats +2 Cun +2 Wil dps ---------- Dmg.mod +15% fire ----- def ----- Armour +0 Defense +6 (+1 eff.) Fatigue +4% Resists +15% fire Meteor Rain: Level 2.6 Pwr.cost 4 out of 50/50. Range 8 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 4 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 372.99 fire and 271.76 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)3.0 T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+0 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.3 Pwr.cost 5 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Gada (0 def, 4 armour) Gada (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex +10 Cun +4 Con dps ---------- Crit.mult +15.00% Phys.pwr +25 (+3 eff.) Apr +6 ----- def ----- Armour +4 Fatigue +4% Resists +11% fire +11% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Chillspar' (0 def, 4 armour) dwarven-steel helm 'Chillspar' (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +2 Mag +14 Wil +2 Con dps ---------- Dmg.mod +9% cold ----- def ----- Armour +4 Fatigue +4% Resists +7% blight +9% fire Mind.save +8 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Hellsblood' (0 def, 4 armour) dwarven-steel helm 'Hellsblood' (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +9 Cun +2 Con dps ---------- Dmg.mod +9% fire ----- def ----- Armour +4 Fatigue +4% Resists +12% blight +10% fire +11% cold ---------- misc See.Invis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
The Black Crown (0 def, 15 armour) The Black Crown (0 def, 15 armour)3.0 T4 head armor [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight Phys.save +0 (+0 eff.) Spell.save +0 (+0 eff.) Mind.save +0 (+0 eff.) ---------- misc Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
31 agate 31 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
20 spinel 20 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
21 ametrine 21 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
30 citrine 30 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
19 zircon 19 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
27 aquamarine 27 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
39 opal 39 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
31 topaz 31 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+0 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+0 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
32 amethyst 32 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
45 onyx 45 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
45 lapis lazuli 45 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
39 emerald 39 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
43 garnet 43 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
32 quartz 32 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
18 sapphire 18 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
21 jade 21 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
31 turquoise 31 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
25 ruby 25 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
25 amber 25 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 bloodstone 8 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 fire opal 9 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 diamond 7 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone 5 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+1 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+1 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl 8 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
199 alchemist agate 199 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. |
Zubeldatira the Flashpride Zubeldatira the Flashpride2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Res.pen +5% light On Hit (Melee): * 20% chance to slow global speed by 84% ----- def ----- Resists +3% lightning +6% fire +6% light +3% cold Mind.save +6 (+1 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +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. |
piercing brass lantern piercing brass lantern2.0 T1 lite [Ego+] Master While equipped: dps ---------- Res.pen +6% all Apr +7 ---------- misc Light +4 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. |
scorching brass lantern of focus scorching brass lantern of focus2.0 T1 lite [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind Melee Ret 11 fire ----- def ----- Resists +6% fire ---------- misc Light +3 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. |
bright alchemist's lamp of the moons bright alchemist's lamp of the moons1.0 T3 lite [Ego+] Arcane/Master While equipped: dps ---------- Dmg.mod +8% darkness ----- def ----- Resists +10% light Affinity +5% darkness ---------- misc Light +8 Infravis +3 Moonlight Ray: Puts all charms on 1 cooldown Level 5.2 Pwr.cost 1 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 544.72 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
bright alchemist's lamp of the zealot bright alchemist's lamp of the zealot1.0 T3 lite [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +7 (+1 eff.) ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
ethereal alchemist's lamp of the moons ethereal alchemist's lamp of the moons0.0 T3 lite [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% darkness ----- def ----- Resists +8% light Affinity +5% darkness ---------- misc Light +6 Infravis +4 Moonlight Ray: Puts all charms on 1 cooldown Level 5.2 Pwr.cost 1 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 544.72 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
preserving alchemist's lamp of clarity preserving alchemist's lamp of clarity1.0 T3 lite [Ego+] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Resists +8% blight Mind.save +8 (+1 eff.) HP.reg +7.00 ---------- misc Light +4 See.Stealth +10 See.Invis +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial Summertide Phial1.0 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.(150 power, based on Willpower). Uses 1 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Gloruba (dig speed 36 turns) Gloruba (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+1 eff.) Res.pen +5% mind Acc +20 (+3 eff.) Melee Ret 2 acid ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Airzephyr' (dig speed 31 turns) iron pickaxe 'Airzephyr' (dig speed 31 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +6% arcane +15% mind Res.pen +10% lightning +5% mind ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Hellgore (dig speed 16 turns) Hellgore (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +13.00% Phys.pwr +7 (+1 eff.) Dmg.mod +12% mind Res.pen +20% fire Apr +5 Melee Ret 8 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 53 ----- def ----- Resists +3% blight +12% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Offalwaker' (dig speed 17 turns) dwarven-steel pickaxe 'Offalwaker' (dig speed 17 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +9% acid +24% nature +3% darkness Melee Ret 2 nature On Hit (Melee): * 20% chance to reduce damage dealt by 42% ----- def ----- Armour +3 Defense +6 (+1 eff.) Resists +7% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of wreckage (dig speed 22 turns) dwarven-steel pickaxe of wreckage (dig speed 22 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +5 Str dps ---------- Apr +10 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 3 cooldown Level 2.6 Pwr.cost 3 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (23/23) Rod of Recall (23/23)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 17 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. |
Telekinetic Core Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+0 eff.) Mind.pwr +3 (+0 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+1 eff.) Psionic Pull: Level 3.9 Pwr.cost 2 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 352 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
ash wand of shielding 'Glima' [power 218] (2 cooldown) ash wand of shielding 'Glima' [power 218] (2 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Phys.pwr +30 (+4 eff.) Res.pen +25% mind Acc +30 (+4 eff.) ----- def ----- Resists +15% mind Die.at -60.00 life Create a shield absorbing up to 218 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 2 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Glimmerpyre the yew wand of shielding [power 314] (2 cooldown) Glimmerpyre the yew wand of shielding [power 314] (2 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% acid +18% light Res.pen +20% light +10% arcane Melee Ret 8 light On Hit (Melee): * 20% chance to reduce armor by 49% ---------- misc Light +3 Create a shield absorbing up to 314 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 2 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lightbringer's Wand Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+1 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 409 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 3 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Achievements
By Atalatra the Dwarf Stone Warden level 31
20th Iron 123rd year of Ascendancy at 16:48 see stats
By Atalatra the Dwarf Stone Warden level 42
9th Stralite 123rd year of Ascendancy at 13:01 see stats
By Atalatra the Dwarf Stone Warden level 37
1st Stralite 123rd year of Ascendancy at 14:59 see stats
By Atalatra the Dwarf Stone Warden level 25
26th Shortage 122nd year of Ascendancy at 02:40 see stats
By Atalatra the Dwarf Stone Warden level 7
12nd Profit 122nd year of Ascendancy at 10:25 see stats
By Atalatra the Dwarf Stone Warden level 9
16th Profit 122nd year of Ascendancy at 16:17 see stats
By Atalatra the Dwarf Stone Warden level 25
26th Shortage 122nd year of Ascendancy at 04:51 see stats
By Atalatra the Dwarf Stone Warden level 20
15th Dearth 122nd year of Ascendancy at 17:26 see stats
By Atalatra the Dwarf Stone Warden level 20
12nd Dearth 122nd year of Ascendancy at 16:38 see stats
By Atalatra the Dwarf Stone Warden level 10
33rd Profit 122nd year of Ascendancy at 13:21 see stats
By Atalatra the Dwarf Stone Warden level 20
12nd Dearth 122nd year of Ascendancy at 07:39 see stats
By Atalatra the Dwarf Stone Warden level 30
6th Iron 123rd year of Ascendancy at 08:57 see stats
By Atalatra the Dwarf Stone Warden level 40
6th Stralite 123rd year of Ascendancy at 09:21 see stats
By Atalatra the Dwarf Stone Warden level 32
22nd Iron 123rd year of Ascendancy at 07:01 see stats
By Atalatra the Dwarf Stone Warden level 23
38th Dearth 122nd year of Ascendancy at 17:37 see stats
By Atalatra the Dwarf Stone Warden level 25
26th Shortage 122nd year of Ascendancy at 00:51 see stats
By Atalatra the Dwarf Stone Warden level 17
7th Dearth 122nd year of Ascendancy at 17:31 see stats
By Atalatra the Dwarf Stone Warden level 6
18th Voratun 122nd year of Ascendancy at 05:55 see stats
By Atalatra the Dwarf Stone Warden level 20
12nd Dearth 122nd year of Ascendancy at 17:10 see stats
By Atalatra the Dwarf Stone Warden level 6
26th Voratun 122nd year of Ascendancy at 22:12 see stats
By Atalatra the Dwarf Stone Warden level 28
4th Iron 123rd year of Ascendancy at 15:23 see stats
By Atalatra the Dwarf Stone Warden level 30
6th Iron 123rd year of Ascendancy at 22:18 see stats
By Atalatra the Dwarf Stone Warden level 13
18th Wealth 122nd year of Ascendancy at 01:05 see stats
By Atalatra the Dwarf Stone Warden level 4
17th Voratun 122nd year of Ascendancy at 21:57 see stats
By Atalatra the Dwarf Stone Warden level 2
16th Voratun 122nd year of Ascendancy at 17:03 see stats
By Atalatra the Dwarf Stone Warden level 41
8th Stralite 123rd year of Ascendancy at 23:53 see stats
Log
You have no more schematic: Toxic Shell.
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Learnt new tinker schematic: Unstoppable Force Salve
You have no more schematic: Unstoppable Force Salve.
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You already know this schematic.
Learnt new tinker schematic: Water Salve
You have 4 schematic: Water Salve.
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You already know this schematic.
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Atalatra uses Create Tinker.
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Saving game...
Saving done.
Atalatra deactivates Eldritch Infusion.
Atalatra deactivates Shards.
Atalatra deactivates Elemental Harmony.
Atalatra deactivates Crystalline Focus.
Atalatra deactivates Chant of Fortitude.
Atalatra deactivates Stone Skin.
Atalatra deactivates Range Amplification Device.
Atalatra deactivates Stone Vines.
Atalatra deactivates Daunting Presence.
Atalatra deactivates Skate.