








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Sapper 1.7.4DescriptionThis addon adds the Sapper as a playable class. As it is a Tinker, it will require Embers of Rage DLC to work. Sappers use their knowledge of steam weaponry to build construct that will fight your foes and destroy the walls of their lair. They have 9 class trees, including 4 locked ones : - Trapping (locked) They have 6 generic trees : DisclaimerPlease report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread : http://forums.te4.org/viewtopic.php?f=50&t=50995 Creditshttp://game-icons.net/ for all the talent and effect icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.2.1 : 1.2.0 : 1.1.0 : 1.0.2 : 1.0.1 : 1.0.0 : release ! Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Root's Classes 1.7.0Contains several classes developed by Root of All Things, including:
* Seaward Charge - Charrrrge!: Rush to the target spot. If targeting a creature, strike them with your sword. If targeting an empty spot, shoot the nearest foe.
* Seaward Charge - X Marks the Spot: Periodically mark a tile within range while in combat. Reaching this tile grants a boost to your attack and steam speed for several turns.
* Seaward Charge - Storm Voyage: Foes that damage you are marked, granting you vision of them. Movement towards marked foes refunds energy.
* Seaward Charge - Pirate's Wrath: A long cooldown buff that grants critical hit multiplier.
* Crewmates - Mechaparrot: You're accompanied by a robotic parrot who periodically harries nearby foes, blinding them and disrupting their talents.
* Crewmates - Roboswabby: You summon a robotic deckhand who taunts nearby enemies.
* Crewmates - Autobosun: Your first mate disciplines those who strike you. Attacks that deal a percentage of your life or more summon him assault your foes.
* Crewmates - No Surrender: Your Roboswabby and Autobosun now explode when killed, based on the total damage they took.
* Boarding Party - Ship's Armory: Your Roboswabby and Autobosun are now armed with steamguns in addition to their melee weapons, and know Roaring Powder and Steel and Shot.
* Boarding Party - Mass Charrrrge!: Whenever you Charrrrge!, your Roboswabby and Autobosun jump with you, before attacking nearby enemies.
* Boarding Party - Parrot of Ill Omen: Your Mechaparrot curses those it strikes, causing them to hurt themselves when they fail to use talents.
* Boarding Party - Shipboard Melee: Your attacks and those of your Roboswabby, and Autobosun mark foes. Attacking already marked foes stuns the target.
Discordant class (and friends) -updated 7v- 1.6.7----------- Original from Vectorinox DescriptionsAdd Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it. Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus. Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos. Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism. Add Colossus as playable race. Artificial giant constructed by dwarves, has the same start location as dwarf. Durable race with some drawbacks. Also like gold. This is a practice addon intended for personal use, but thank you if you decided to check it out anyway. Bonus class: Primitive, master of bump-attack *joke class* ------------- [ Creditshttp://game-icons.net/ Changelog1.0.0:- Initial release Swordsmaster Class 1.7.2Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Frost Invoker 1.7.0Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Class: Hunted 1.7.4A stealthy Cursed class that uses unarmed attacks. Inspired by HousePet's Werebeast from the Verdant Class Pack. First and foremost, thank you to everyone in the Tales of Maj'Eyal Discord for all the coding help! --- Class Talents --- Cursed / Prowl (WIL) Cursed / Gore (WIL, Locked) Cursed / Endless hunt --- Generic Talents --- Technique / Combat training Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other Items Vault 1.7.6Donators/Buyers bonus! Barbarian Evolution for Berserker 1.7.2Adds a new class evolution for Berserker, the Barbarian. As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes. Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Steel Monk Evolution for Brawler 1.7.0Adds a new class evolution for Brawler, the Steel Monk. As a Steel Monk, the Brawler can wield a weapon in their hands while still making unarmed attacks. While wielding a weapon, they can gain Greatest Weapon Focus, causing them to follow up their unarmed attacks with weapon attacks and parrying the attacks of their enemies. Taking this prodigy will refund any points in Weapon Mastery, then grant you Weapon Mastery based on your Unarmed Mastery. TK Mindstars Are Weapons 1.7.0Modifies Beyond the Flesh and related talents so that telekinetically wielded mindstars are treated as weapons, attacking adjacent foes rather then pulling them in from afar. (One minor exception: the Kinetic Aura, Thermal Aura and Charged Aura talents still follow their original behaviour with mindstars, doing damage to adjacent enemies once per turn rather than extra damage per weapon hit; modifying this behavior was deemed too difficult. We Apologize for the Inconvenience.™) More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Hulking Berserker Evolution 1.7.4Introduces a class evolution for Berserker. Taking this class evolution allows one to wield a 2H weapon in each hand, as well as making his punches more powerful. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Qlass Pack 1.7.2Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Dreamelf |
| Class | Bladebender |
| Level / Exp | 37 / 42% |
| Size | medium |
| Lifes / Deaths | Killed by Rat Lich at level 15 on the 63rd Dusk 122nd year of Ascendancy at 15:20 5 / 2Killed by elven corruptor at level 25 on the 7th Regrowth 123rd year of Ascendancy at 06:38 |
| Antimagic | Follower |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 26 (base 10) |
| Constitution | 53 (base 41) |
| Magic | 11 (base 10) |
| Willpower | 88 (base 59) |
| Cunning | 78 (base 35) |
Resources
| Life | 1020/1020 |
| Equilibrium | 106 |
| Psi | 158/158 |
| Healing Factor | 1.54457841929 |
| Regeneration | 20.899321830033 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +53.40864547425% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Stealth | 37 |
| See Invisible | 34 |
Offense: Mainhand
| Damage | 106 |
| Accuracy | 52 |
| Crit Chance | 69% |
| APR | 58 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 57 |
| Accuracy | 52 |
| Crit Chance | 69% |
| APR | 68 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 5.5 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 59 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +26% |
| Lightning | +11% |
| Nature | +35% |
| Cold | +60% |
| Physical | +10% |
| Mind | +21% |
| All | 0% |
Offense: Damage Penetration
| Cold | +20% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 33 (100%) |
| Defense | 81 |
| Ranged Defense | 81 |
| Fatigue | 0 |
| Physical Save | 49 |
| Spell Save | 60 |
| Mental Save | 59 |
Defense: Resistances
| Acid | + 42%( 70%) |
| Blight | + 41%( 70%) |
| Arcane | + 30%( 70%) |
| Cold | + 56%( 70%) |
| All | + 26%( 70%) |
| Lightning | + 42%( 70%) |
| Light | + 26%( 70%) |
| Physical | + 44%( 70%) |
| Mind | + 35%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Poison Resistance | 50% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 548 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 561 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 793% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Psionic / Blade offense | 1.84 |
| 5/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Psionic / Blade bending | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 4/5 |
| Psionic / Blade defense | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Dreamelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Charged Aura |
| talent | Skate |
| talent | Thermal Aura |
| talent | Antimagic Shield |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved mental save by +12. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved spell save by +12. | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Dreadfell. Escort: lost tinker (level 4 of Dreadfell)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by red crystal. Escort: lost warrior (level 2 of Scintillating Caves) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Cunning by +5. | 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 Wrathroot. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed vial of greater demon bile. * You've found the needed pouch of luminous horror dust. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed bear paw. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 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 within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Rimedredge (30-40 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Rare] Master Weapon Damage 30.5 - 39.6 Physical Uses 40% Wil, 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +20 blight On-Hit, radius 1 +16 blight On-crit, radius 2 +16 blight While equipped: offense ------ Physical Crit +9.0% Critical power +18.00% Ignore resists +20% cold Ignore Armor +12 On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 Sharp, short and deadly. |
| On hands | scouring hardened leather gloves of sorrow (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego++] Disrupt/Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) On-Hit 21 mind 15 darkness On-Hit (Melee): * 17% chance to reduce all saves and defense by 35 When Hit: * 21 arcane resource burn defense ------ Armor +2 Spell save +17 (+4 eff.) Mind save -13 (-4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Mayelranne the dwarven lantern1.0 Encumbrance T5 lite [Random Unique] Master/Psionic While equipped: defense ------ Defense +11 (+3 eff.) Resistance +12% mind +5% arcane Crit Resistance 15.00% Physical save +15 (+5 eff.) Spell save +13 (+3 eff.) Mind save +23 (+6 eff.) Disease Resist +10% other ------- Light +8 See Stealth +25 See Invisibility +22 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+3 eff.) Mind save +12 (+3 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On feet | Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Masteries +0.20 Wild-gift/Blizzard 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. |
| Tool | Fortune's Eye2.0 Encumbrance T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun offense ------ Accuracy +12 (+4 eff.) Ignore Armor +12 defense ------ Defense +12 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) other ------- See Stealth +12 See Invisibility +12 Track: Effective talent level: 2.0 Power cost 18 out of 35/35. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
| On fingers | savage's copper ring of life0.1 Encumbrance T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +2 Con defense ------ Spell save +11 (+3 eff.) Life +50.00 Life Regen +6.00 Healmod +10% other ------- Max stamina +15.00 Rings make your fingers look great! |
| On fingers | Issyledor the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex +2 Wil offense ------ Spell Crit +1% Spellpower/crit +6 Damage +11% acid +11% lightning Ignore Shields +20% Accuracy +6 (+2 eff.) defense ------ Resistance +22% acid +22% lightning Rings make your fingers look great! |
| Around neck | Elenuromiyon0.1 Encumbrance T4 amulet jewelry [Rare] Master While equipped: offense ------ Physical Crit +5.0% Physical Power +15 (+4 eff.) Damage +6% mind defense ------ Armor +6 Defense +10 (+2 eff.) Resistance +4% physical other ------- Masteries +0.34 Psionic/Blade offense Amulets make your neck look great! |
| In main hand | Icy Kill (35-46 power, 10 apr)1.0 Encumbrance T4 dagger 1H weapon [Unique] Nature/Psionic Weapon Damage 35.0 - 45.5 Physical Uses 40% Wil, 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +15.0% Attack Speed 100% On-hit +30 cold On Critical: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil offense ------ Damage +25% cold defense ------ Pierce Iceblocks +50% other ------- Hate/kill +4.00 Masteries +0.20 Psionic/Blade offense +0.20 Wild-gift/Blizzard As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
| Around waist | Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Swordbreaker (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 40% Wil, 50% Dex, 50% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+3 eff.) Physical save +15 (+5 eff.) Disarm Resist +50% other ------- 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. |
| Cloak | Serpentine Cloak (20 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+4 eff.) Poison Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike level 1 Cunning and malice seem to emanate from this cloak. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+2 eff.) Resistance +30% nature +11% all Physical save +10 (+3 eff.) Spell save +10 (+2 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
Primal Infusion (affinity 19%; reduction 3; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 19% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the psychic (heal 218; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 218 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the titan (die at -688; dur 6; cd 27)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 27 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -688 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 688 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 736%; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 736% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 704%; cd 18)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 704% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 278; 13 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 278 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 255; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 255 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 747; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 747 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 20%; physical; dur 3; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 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 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (502.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 502.00 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the duelist (range 6; phase 17; cd 13)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the titan (range 7; phase 21; cd 13)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 112; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 112 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 400; dur 3; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 400 damage for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+2 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Tundrahacker the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +2 Str +2 Dex offense ------ Damage +6% cold Ignore Armor +4 defense ------ Armor +13 Defense +7 (+2 eff.) Max Resistance +2% all Physical save +11 (+4 eff.) Unlife -80.00 life Amulets make your neck look great! |
clarifying steel amulet of healing0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +14% mind Healmod +14% Cut Resist +50% Confus Resist +23% Heal: Puts all charms on 35 turn cooldown Effective talent level: 1.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 241 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
restful copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Dex defense ------ Fatigue -4% Life Regen +1.00 Amulets make your neck look great! |
restful stralite amulet of manastreaming0.1 Encumbrance T4 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag offense ------ Spellpower/crit +3 defense ------ Fatigue -6% Life Regen +3.00 other ------- Mana/turn +0.32 Max mana +32.00 Amulets make your neck look great! |
savior's copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Dex defense ------ Physical save +11 (+4 eff.) Spell save +11 (+3 eff.) Mind save +11 (+3 eff.) Amulets make your neck look great! |
Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-2 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. |
Frozenparry the stralite ring0.1 Encumbrance T4 ring jewelry [Rare] Arcane While equipped: Stats +8 Mag offense ------ Spell Crit +4% Ignore resists +10% cold defense ------ Resistance +9% cold Silence Resist +30% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.17 Rings make your fingers look great! |
Gloompassion0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Str +2 Mag +5 Con offense ------ Physical Power +6 (+1 eff.) On-Hit 12 light On-Ranged-Hit 10 light Damage +11% light Ignore resists +5% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 28% defense ------ Armor +6 Resistance +3% darkness +5% arcane Rings make your fingers look great! |
The Black Ring0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: defense ------ Spell save +7 (+2 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Masteries +0.20 Wild-gift/Rain Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 30.19 cold and 20.75 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
marksman's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) defense ------ Blind Resist +20% other ------- Infravision +4 See Stealth +5 See Invisibility +5 Rings make your fingers look great! |
rogue's stralite ring of the mountain (+14%)0.1 Encumbrance T4 ring jewelry [Ego] Nature/Master While equipped: Stats +7 Cun offense ------ Damage +14% physical defense ------ Defense +14 (+3 eff.) Resistance +14% physical Rings make your fingers look great! |
solipsist's steel ring of lightning (+22%)0.1 Encumbrance T2 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +7 (+2 eff.) Damage +11% lightning defense ------ Resistance +22% lightning Rings make your fingers look great! |
blazebringer's stralite battleaxe (43-64 power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Ego+] Nature Weapon Damage 43.0 - 64.5 Physical Uses 40% Wil, 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-crit, radius 2 +66 fire While equipped: offense ------ Global Speed +4% Ignore resists +23% fire Massive two-handed battleaxes. |
stormbringer's stralite battleaxe (46-69 power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Ego+] Nature Weapon Damage 46.0 - 69.0 Physical Uses 40% Wil, 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-crit, radius 2 +30 lightning +21 cold While equipped: offense ------ Move Speed +45% Ignore resists +7% lightning +30% cold Massive two-handed battleaxes. |
thought-forged stralite battleaxe of persecution (42-64 power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Ego] Disrupt/Psionic Weapon Damage 42.5 - 63.8 Physical Uses 40% Wil, 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-hit +19 mind Damage Against +12% Unnatural On Hit: * 31% chance to reduce all saves and defense by 35 While equipped: Stats +5 Cun +9 Wil Massive two-handed battleaxes. |
Dagger of the Past (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Mag 24 [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 25.0 - 32.5 Physical Uses 40% Wil, 50% Mag, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+2 eff.) Spell save +10 (+2 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- 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. |
Glintrazor the dwarven-steel dagger (18-23 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Random Unique] Nature/Master/Psionic Weapon Damage 18.0 - 23.4 Physical Uses 40% Wil, 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +8 cold +8 nature +12 light On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +3 Str offense ------ Damage +7% physical Ignore resists +20% light +5% cold Accuracy +9 (+3 eff.) other ------- Light +2 Sharp, short and deadly. |
Layorin the stralite dagger (29-38 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Rare] Master Weapon Damage 29.0 - 37.7 Physical Uses 40% Wil, 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% While equipped: offense ------ Physical Crit +12.0% Critical power +19.00% Damage +9% mind Ignore Armor +11 When Hit 2 acid On-Hit (Melee): * 20% chance to reduce all saves and defense by 35 defense ------ Resistance +12% acid +3% mind +12% blight Sharp, short and deadly. |
Moon (10-13 power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Weapon Damage 10.0 - 13.0 Darkness Uses 40% Wil, 20% Dex, 20% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Darkness damage. While equipped: other ------- 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 (15-20 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 40% Wil, 100% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 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 defense ------ Slow Projectiles +40% other ------- Masteries +0.10 Wild-gift/Thunder +0.10 Wild-gift/Supercell Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Spellblaze Shard (20-26 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 40% Wil, 50% Dex, 50% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Spelldrinker (27-35 power, 8 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 27.0 - 35.1 Physical Uses 40% Wil, 35% Str, 20% Mag 55% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+3 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. |
Unerring Scalpel (15-20 power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 40% Wil, 55% Dex, 45% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Voryratira the Brightwild (19-25 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Nature/Master/Psionic Weapon Damage 19.0 - 24.7 Physical Uses 40% Wil, 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +6 nature +7 darkness Damage Against +5% Living On-Hit, radius 1 +12 fire While equipped: Stats +4 Wil other ------- Max hate +6.00 Sharp, short and deadly. |
balanced dwarven-steel dagger of massacre (28-36 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Master Weapon Damage 28.0 - 36.4 Physical Uses 40% Wil, 50% Dex, 50% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: offense ------ Accuracy +8 (+2 eff.) defense ------ Defense +5 (+1 eff.) Disarm Resist +26% Sharp, short and deadly. |
elemental dwarven-steel dagger of projection (19-25 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego++] Arcane/Psionic Weapon Damage 19.0 - 24.7 Physical Uses 40% Wil, 50% Dex, 50% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * Create an explosion dealing 15 cold damage (1/turn) While equipped: offense ------ Damage +9% cold Ignore resists +12% cold Sharp, short and deadly. |
elemental stralite dagger (28-36 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego+] Arcane Weapon Damage 27.5 - 35.8 Physical Uses 40% Wil, 50% Dex, 50% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: * Create an explosion dealing 15 fire damage (1/turn) While equipped: offense ------ Damage +17% fire Ignore resists +21% fire Sharp, short and deadly. |
elemental stralite dagger of erosion (30-39 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego+] Arcane/Nature Weapon Damage 30.0 - 39.0 Physical Uses 40% Wil, 50% Dex, 50% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +5 nature On Hit: * Create an explosion dealing 15 acid damage (1/turn) While equipped: offense ------ Damage +13% acid Ignore resists +16% acid Sharp, short and deadly. |
elemental stralite dagger of shearing (27-35 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 27.0 - 35.1 Physical Uses 40% Wil, 50% Dex, 50% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: * Create an explosion dealing 15 fire damage (1/turn) While equipped: offense ------ Damage +14% fire Ignore resists +13% fire +10% all Accuracy +12 (+4 eff.) Ignore Armor +7 Sharp, short and deadly. |
enhanced stralite dagger of projection (32-41 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego++] Nature/Psionic Weapon Damage 31.5 - 41.0 Physical Uses 40% Wil, 50% Dex, 50% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +7 Str +11 Dex +7 Mag +7 Wil +7 Cun +4 Con Sharp, short and deadly. |
flaming stralite dagger of corruption (30-40 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego+] Arcane Weapon Damage 30.5 - 39.6 Physical Uses 40% Wil, 50% Dex, 50% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-Hit, radius 1 +11 fire On Hit: 20% Curse of Defenselessness level 4 Sharp, short and deadly. |
hateful dwarven-steel dagger of massacre (27-35 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Master/Psionic Weapon Damage 27.0 - 35.1 Physical Uses 40% Wil, 50% Dex, 50% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +5 darkness Damage Against +6% Living Sharp, short and deadly. |
manaburning dwarven-steel dagger of massacre (28-36 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Disrupt/Master Weapon Damage 28.0 - 36.4 Physical Uses 40% Wil, 50% Dex, 50% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * 13 arcane resource burn Sharp, short and deadly. |
quick voratun dagger of massacre (52-67 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego+] Master Weapon Damage 51.5 - 67.0 Physical Uses 40% Wil, 50% Dex, 50% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: Stats +4 Dex offense ------ Combat Speed +10% Accuracy +10 (+3 eff.) Sharp, short and deadly. |
stralite dagger of evisceration (28-37 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego+] Master Weapon Damage 28.5 - 37.1 Physical Uses 40% Wil, 50% Dex, 50% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Critical: * Wound the target dealing 244 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +12 (+3 eff.) Sharp, short and deadly. |
truestriking stralite dagger of massacre (38-49 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego+] Master Weapon Damage 38.0 - 49.4 Physical Uses 40% Wil, 50% Dex, 50% Str Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% While equipped: offense ------ Ignore resists +11% physical Accuracy +13 (+4 eff.) Ignore Armor +9 Sharp, short and deadly. |
manaburning stralite greatmaul of erosion (54-82 power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon [Ego] Nature/Disrupt Weapon Damage 54.5 - 81.8 Physical Uses 40% Wil, 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On-hit +14 nature On Hit: * 14 arcane resource burn Massive two-handed mauls. |
Genocide (42-67 power, 4 apr)3.0 Encumbrance T3 greatsword 2H weapon [Unique] Nature/Master Weapon Damage 42.0 - 67.2 Physical Uses 40% Wil, 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +18.0% Attack Speed 100% Damage Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con defense ------ Resist Against +15% Orc Life Regen +0.50 other ------- Stamina/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. |
Corpsebow4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Unique] Arcane/Nature Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On Hit: 25% Epidemic level 1 On Hit: 25% Cyst Burst level 1 While equipped: offense ------ Spellpower +10 (+4 eff.) On-Ranged-Hit 20 blight Damage +20% blight On-Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 5 defense ------ Disease Resist +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Merkul's Second Eye4.0 Encumbrance T3 longbow 2H weapon Reqs Shoot [Unique] Arcane Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 Projectile Speed +400% On Hit: 100% Arcane Eye level 4 While equipped: offense ------ On-Ranged-Hit 25 arcane other ------- Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
Acera (33-46 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Unique] Arcane/Master Weapon Damage 33.0 - 46.2 Acid Uses 40% Wil, 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +40 corrosive acid While equipped: offense ------ Physical Crit +10.0% Spell Crit +10% Damage +20% acid Ignore resists +20% acid defense ------ Resistance +15% acid Corrosive Worm: Effective talent level: 4.0 Power cost 30 out of 30/30. Range 10 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 13 acid damage in a 4 radius ball. This damage will increase by 7% 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. |
acidic stralite longsword of amnesia (33-46 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Ego+] Arcane/Psionic Weapon Damage 33.0 - 46.2 Physical Uses 40% Wil, 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, long, and deadly. |
elemental stralite longsword of vileness (32-46 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Ego+] Arcane Weapon Damage 32.5 - 45.5 Physical Uses 40% Wil, 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-hit +9 blight On Hit: * 21% chance to reduce strength, dexterity, and constitution by 5 * Create an explosion dealing 15 lightning damage (1/turn) While equipped: offense ------ Damage +8% lightning Ignore resists +19% lightning Sharp, long, and deadly. |
quick voratun longsword (42-59 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego+] Master Weapon Damage 42.5 - 59.5 Physical Uses 40% Wil, 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Dex offense ------ Combat Speed +10% Accuracy +8 (+2 eff.) Sharp, long, and deadly. |
stralite longsword 'Boltwitch' (36-50 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Random Unique] Nature/Psionic Weapon Damage 35.5 - 49.7 Physical Uses 40% Wil, 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-hit +14 mind +12 cold On-Hit, radius 1 +8 lightning On-crit, radius 2 +26 lightning +15 cold On Hit: * 30% chance to reduce all saves and defense by 35 While equipped: Stats +11 Wil +3 Cun +11 Con offense ------ Move Speed +29% Damage +12% lightning Ignore resists +13% lightning +17% cold defense ------ Life +53.00 Sharp, long, and deadly. |
balanced stralite mace of shearing (39-55 power, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Ego+] Master Weapon Damage 39.0 - 54.6 Physical Uses 40% Wil, 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Ignore resists +9% all Accuracy +21 (+7 eff.) Ignore Armor +9 defense ------ Defense +9 (+2 eff.) Disarm Resist +24% Blunt and deadly. |
manaburning stralite mace of erosion (38-54 power, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Ego] Nature/Disrupt Weapon Damage 38.5 - 53.9 Physical Uses 40% Wil, 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On-hit +5 nature On Hit: * 14 arcane resource burn Blunt and deadly. |
Bloomsoul (8-9 power, 13 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 8.0 - 8.8 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +13 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Effective talent level: 1.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 51 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. |
Pitchwyrd the pulsing mindstar (14-15 power, 32 apr, mind damage)3.0 Encumbrance T4 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic Weapon Damage 14.0 - 15.4 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% On-hit +4 darkness While equipped: offense ------ Mind Crit +4% Mindpower +15 (+4 eff.) Ignore resists +15% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 28% defense ------ Resistance +3% cold +6% darkness +6% all other ------- Hate/kill +3.00 Psi/kill +3.00 Talents +1 Attune Mindstar Masteries +0.20 Cursed/Dark sustenance +0.10 Psionic/Voracity +0.20 Wild-gift/Antimagic Inflict 139.39 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 turn cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Poltergeist's Kinetic Focus (6-7 power, 18 apr, physical damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 6.0 - 6.6 Physical Uses 90% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +2.0% Spell Crit +2% Mind Crit +6% Mindpower +8 (+2 eff.) Damage +4% all +10% physical Ignore resists +6% physical defense ------ Resistance +10% physical Physical save +6 (+2 eff.) other ------- Psi-on-crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery +0.10 Wild-gift/Supercell +0.10 Wild-gift/Cyclone Kinetic energies are focussed in the core of this mindstar. |
creative pulsing mindstar of sand (13-14 power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 13.0 - 14.3 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +4 Cun offense ------ Mind Crit +4% Critical power +13.00% Mindpower +8 (+2 eff.) On-Hit 12 physical Damage +8% physical Ignore resists +13% physical defense ------ Resistance +9% physical other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eldoral Last Resort4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Unique] Master Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 118% Range +10 While equipped: Stats +3 Cun +4 Dex offense ------ Damage +15% physical other ------- 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'. |
Bydugrim (25-30 power, 5 apr, arcane element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Random Unique] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +1 Str +2 Dex +5 Mag +5 Cun +6 Con offense ------ Physical Crit +4.0% Spell Crit +17% Critical power +18.00% Spellpower +12 (+5 eff.) Damage +25% arcane Ignore resists +5% physical defense ------ Armor +4 Physical save +10 (+3 eff.) Spell save +9 (+2 eff.) Mind save +9 (+2 eff.) other ------- Negative/turn +0.20 Vim-on-crit +3.00 Max vim +44.00 Max negative +36.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Gravitational Staff (30-36 power, 8 apr, physical element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 35 [Unique] Arcane Weapon Damage 30.0 - 36.0 Gravity pin Uses 80% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +8 Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +25 (+8 eff.) Damage +20% physical +10% temporal defense ------ Resistance +15% physical other ------- Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Effective talent level: 3.0 Power cost 14 out of 14/14. Range 6 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 51.94 physical (gravity) damage. Each target moved beyond the first increases the damage by 6.49 (up to a maximum of 25.97 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Plague-Fire Sceptre (24-29 power, 4 apr, physical element)5.0 Encumbrance T3 staff 1H weapon Reqs Mag 24 [Unique] Arcane Weapon Damage 24.0 - 28.8 Fire Uses 125% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +27 (+9 eff.) Damage +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 15 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 Destruction (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Weapon Damage 20.0 - 24.0 Fire Uses 100% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +10 (+4 eff.) Damage +20% lightning +20% fire +20% arcane +20% cold other ------- Talents +1 Command Staff On Spell Hit: 10% Impending Doom level 1 This unique-looking staff is carved with runes of destruction. |
blighted elven-wood starstaff (25-30 power, 5 apr, temporal element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +11% Spellpower +18 (+6 eff.) Damage +25% temporal other ------- Vim-on-crit +3.00 Max vim +21.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen elven-wood starstaff of wizardry (25-30 power, 5 apr, darkness element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +4% Spellpower +18 (+6 eff.) Damage +25% darkness defense ------ Armor +5 Hardiness +7% Physical save +9 (+3 eff.) other ------- Max mana +60.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood vilestaff (25-30 power, 5 apr, darkness element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Critical power +22.00% Spellpower +20 (+7 eff.) On-Hit 19 fire Damage +25% darkness other ------- See Invisibility +10 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's dragonbone magestaff of breaching (30-36 power, 6 apr, cold element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +12.0% Spell Crit +5% Spellpower +22 (+8 eff.) On-Hit 24 arcane Damage +30% cold Ignore resists +15% cold other ------- Max mana +31.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short elven-wood magestaff (25-30 power, 5 apr, fire element)5.0 Encumbrance T4 staff 1H weapon Reqs Mag 35 [Ego+] Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Physical Crit +5.0% Spell Crit +7% Physical Power +6 (+1 eff.) Spellpower +19 (+7 eff.) Damage +25% fire Accuracy +9 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elven-wood starstaff of protection (25-30 power, 5 apr, physical element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +12 (+5 eff.) Damage +25% physical defense ------ Resistance +12% physical other ------- Mana/turn +0.21 Max mana +53.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
strafer's stralite steamgun of acid4.0 Encumbrance T4 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% On-ranged-hit +10 acid Uses 2.0 Steam While equipped: offense ------ Damage +13% acid Accuracy +11 (+3 eff.) other ------- Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
warden's stralite steamgun of fire4.0 Encumbrance T4 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Arcane/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% On-ranged-hit +8 fire Uses 2.0 Steam While equipped: Stats +4 Mag offense ------ Damage +7% physical +9% temporal +11% fire Ignore resists +7% temporal +7% physical other ------- Reload +1 Masteries +0.20 Chronomancy/Bow Threading Instant Weapon Swap Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
caustic orichalcum trident (56-89 power, 16 apr)3.0 Encumbrance T5 trident 2H weapon [Ego+] Nature Weapon Damage 55.5 - 88.8 Physical Uses 40% Wil, 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +16 Critical Rate +4.0% Attack Speed 100% On-crit, radius 2 +30 acid +35 nature While equipped: offense ------ Ignore resists +21% acid +19% nature Ignore Armor +14 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Lisurin the stralite waraxe (32-44 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 31.5 - 44.1 Physical Uses 40% Wil, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-Hit, radius 1 +7 fire While equipped: Stats +3 Str +1 Wil +5 Cun offense ------ Ignore resists +11% physical Accuracy +26 (+8 eff.) Ignore Armor +9 On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +6 (+2 eff.) Disarm Resist +32% other ------- See Invisibility +9 One-handed war axes. |
elemental stralite waraxe of amnesia (28-39 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego++] Arcane/Psionic Weapon Damage 28.0 - 39.2 Physical Uses 40% Wil, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On Hit: * Create an explosion dealing 15 acid damage (1/turn) * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: offense ------ Damage +8% acid Ignore resists +21% acid One-handed war axes. |
elemental stralite waraxe of ruin (30-42 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego++] Arcane/Master Weapon Damage 30.0 - 42.0 Physical Uses 40% Wil, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On Hit: * Create an explosion dealing 15 cold damage (1/turn) While equipped: offense ------ Physical Crit +9.0% Critical power +29.00% Damage +18% cold Ignore resists +8% cold Ignore Armor +10 One-handed war axes. |
manaburning dwarven-steel waraxe of enduring (21-29 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Nature/Disrupt Weapon Damage 21.0 - 29.4 Physical Uses 40% Wil, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Hit: * 15 arcane resource burn While equipped: Stats +8 Con +8 Wil defense ------ Life +37.00 One-handed war axes. |
Focus Whip (19-21 power, 7 apr)3.0 Encumbrance T3 whip 1H weapon [Unique] Psionic Weapon Damage 19.0 - 20.9 Mind Uses 60% Wil, 10% Cun, 70% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Accuracy Stat Wil Ignore Armor +7 Critical Rate +5.0% Attack Speed 125% On Critical: * Try to fry your enemies brain (25% chance to brainlock) While equipped: offense ------ Mind Crit +3% Mindpower +10 (+2 eff.) Strike all targets in a line (for 100% weapon damage as mind) out to range 4. Uses 10 power out of 10/10 A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
Hydra's Bite (56-62 power, 7 apr)3.0 Encumbrance T4 whip 2H weapon [Unique] Nature/Master Weapon Damage 56.0 - 61.6 Physical Uses 40% Wil, 90% Str, 40% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +14.0% Attack Speed 125% On Hit: 10% Lightning Breath level 3 On Hit: 10% Poison Breath level 3 On Hit: 10% Acid Breath level 3 On Hit: * hit up to two adjacent enemies While equipped: offense ------ Damage +12% acid +12% nature +12% lightning This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
Jaw of Rogroth1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +5 (+2 eff.) other ------- Vim/kill +4.00 Max souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Neira's Memory1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 127, based on Magic) for 10 turns. Uses 20 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. |
Relgidir the Daytaint1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Mindpower +5 (+1 eff.) Damage +9% light Ignore resists +20% mind defense ------ Resistance +12% temporal +15% darkness +6% blight +11% fire +8% cold other ------- Psi when Hit +0.08 Max psi +10.00 A belt that goes around your waist. |
Thunderparry the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: offense ------ Damage +12% lightning Ignore resists +10% lightning When Hit 8 lightning 6 temporal defense ------ Armor +8 Resistance +5% arcane +3% temporal Create a temporary shield that absorbs 185 damage Puts all charms on 30 turn cooldown A belt that goes around your waist. |
Tidehash the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Dex +4 Cun +5 Lck defense ------ Resistance +3% cold +6% nature +6% temporal Stealth +6 Teleport Resist +10% other ------- Disarm Traps +7 Infravision +3 A belt that goes around your waist. |
reinforced hardened leather belt of the vagrant1.0 Encumbrance T3 belt armor [Ego++] Nature/Master While equipped: Stats +3 Con offense ------ Mindpower +5 (+1 eff.) defense ------ Armor +6 Defense +7 (+2 eff.) Physical save +18 (+6 eff.) Mind save +7 (+2 eff.) A belt that goes around your waist. |
rough leather belt 'Fireglory'1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Spellpower +4 (+2 eff.) Damage +6% temporal Ignore resists +15% temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +12% fire Mind save +6 (+2 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A belt that goes around your waist. |
Chalykaltholdil the Darkveil (27 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Damage +6% darkness Accuracy +5 (+1 eff.) Ignore Armor +5 defense ------ Defense +27 (+6 eff.) Resistance +5% arcane Mind save +6 (+2 eff.) Healmod +15% Blind Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 0 armour)2.0 Encumbrance T2 cloak armor [Unique] Arcane While equipped: offense ------ Spellpower +6 (+3 eff.) Damage +5% physical defense ------ Resistance +5% physical other ------- Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Effective talent level: 1.0 Power cost 60 out of 60/60. Range melee/personal Cooldown: 60 Travel.spd instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 33.51 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
shadow elven-silk cloak of sorcery (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +4 Wil offense ------ Spell Crit +6% Damage +11% darkness Ignore resists +12% darkness defense ------ Defense +3 (+1 eff.) Resistance +16% darkness Stealth +21 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Firewalker (15 def, 2 armour)2.0 Encumbrance T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag offense ------ Spellpower +12 (+5 eff.) Damage +20% fire Ignore resists +20% fire When Hit 18 fire defense ------ Armor +2 Defense +15 (+3 eff.) Resistance +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. |
dreamer's woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego++] Nature/Psionic While equipped: defense ------ Resistance +6% blight +11% darkness +11% mind +9% all Physical save +11 (+4 eff.) Spell save +11 (+3 eff.) Mind save +23 (+6 eff.) Life +47.00 Life Regen +1.90 Healmod +12% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
sunsealed silk robe of Angolwen (4 def, 5 armour)2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: Stats +4 Wil +10 Mag offense ------ Spellpower +11 (+5 eff.) Spellpower/crit +4 Damage +21% light defense ------ Armor +5 Defense +4 (+1 eff.) Resistance +8% darkness +8% light +13% all Life +42.00 Silence Resist +33% other ------- Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken silk robe of light (+33%) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spell Crit +3% Spellpower +6 (+3 eff.) Damage +7% temporal +14% arcane +22% light defense ------ Resistance +33% light +13% all other ------- Max mana +38.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cinderfeet (3 def, 5 armour)2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag offense ------ Damage +18% fire defense ------ Armor +5 Defense +3 (+1 eff.) Fatigue +6% Resistance +20% cold other ------- Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 6 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+0 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 69.88 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Snow Giant Wraps (0 def, 2 armour)1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 89.01 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Wyrmbreath (0 def, 4 armour)1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Effective talent level: 2.0 Power cost 24 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 105.06 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
brawler's voratun gauntlets of the nighthunter (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego++] Master/Psionic While equipped: Stats +3 Str +3 Dex +6 Cun offense ------ Accuracy +6 (+2 eff.) defense ------ Armor +3 Fatigue +5% Resistance +6% darkness Physical save +13 (+4 eff.) other ------- Infravision +2 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of Burning Pain (8 def, 0 armour)4.0 Encumbrance T3 head armor [Unique] Arcane While equipped: Stats +3 Cun +3 Wil offense ------ Damage +20% fire defense ------ Defense +8 (+2 eff.) Fatigue +4% Resistance +20% fire Meteor Rain: Effective talent level: 2.0 Power cost 38 out of 50/50. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 17.09 fire and 18.80 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. |
grounding hardened leather cap of dexterity (+4) (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: Stats +4 Dex defense ------ Armor +3 Fatigue +3% Resistance +9% lightning +8% temporal A cap made of leather. |
miner's hardened leather cap (0 def, 6 armour)2.0 Encumbrance T3 head armor [Ego] Master While equipped: defense ------ Armor +6 Fatigue +3% other ------- Infravision +1 A cap made of leather. |
prismatic hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +3% Resistance +13% light +13% darkness A cap made of leather. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 Encumbrance T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +10% acid +10% fire +10% darkness +10% blight Life Regen +3.00 Healmod +30% other ------- 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. |
Scale Mail of Kroltar (10 def, 18 armour)14.0 Encumbrance T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con defense ------ Armor +18 Defense +10 (+2 eff.) Fatigue +16% Resistance +20% acid +20% blight +20% fire +20% nature +20% lightning Life +120.00 Devouring Flame: Effective talent level: 3.0 Power cost 50 out of 80/80. Range 10 Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 35.30 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Behemoth Hide (4 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +6 Defense +4 (+1 eff.) Ranged Defense +8 (+2 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +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... |
Skin of Many (12 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+3 eff.) Fatigue +7% Life +40.00 other ------- Infravision +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. |
The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
enlightening drakeskin leather armour of stability (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego+] Master/Psionic While equipped: Stats +7 Cun +6 Wil defense ------ Armor +8 Defense +20 (+4 eff.) Fatigue +8% Resistance +8% physical Physical save +18 (+6 eff.) Mind save +19 (+5 eff.) A suit of armour made of leather. |
multi-hued hardened leather armour of clarity (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Nature/Psionic While equipped: offense ------ Mindpower +6 (+1 eff.) defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +8% acid +8% physical +10% lightning +9% fire +7% mind +9% cold Mind save +12 (+3 eff.) A suit of armour made of leather. |
reinforced leather armour 'Isligasera' (12 def, 7 armour)9.0 Encumbrance T4 light armor [Random Unique] Nature/Master While equipped: Stats +6 Wil offense ------ Physical Crit +4.0% Critical power +14.00% Physical Power +8 (+2 eff.) Combat Speed +15% Spell Speed +15% Mind Speed +15% defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Resistance +3% physical +18% darkness +22% blight +3% mind +3% temporal Blind Resist +10% other ------- Light +2 A suit of armour made of leather. |
rejuvenating drakeskin leather armour of the deep (20 def, 12 armour)9.0 Encumbrance T5 light armor [Ego+] Nature While equipped: defense ------ Armor +12 Defense +20 (+4 eff.) Fatigue +8% Resistance +10% acid +10% cold Life Regen +3.30 other ------- Stamina/turn +1.30 Breathe water A suit of armour made of leather. |
searing reinforced leather armour of delving (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego++] Arcane/Master While equipped: Stats +9 Str offense ------ On-Hit 15 acid 8 fire When Hit 10 acid 9 fire defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Resistance +15% acid +5% physical +10% darkness +19% fire other ------- Light +2 Track: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Coral Spray (8 def, 8 armour, 48 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+2 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block Masteries +0.20 Wild-gift/Rain On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
acidic voratun shield of crushing (0 def, 10 armour, 219 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Ego+] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Physical Crit +5.0% Physical Power +11 (+3 eff.) On-Hit 7 acid When Hit 9 acid defense ------ Armor +10 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
2 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 onyx0.0 Encumbrance 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
4 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 37.62 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 37.62 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Spectral Cage0.0 Encumbrance T3 lite [Unique] Arcane While equipped: offense ------ Spellpower +10 (+4 eff.) Damage +15% cold Ignore resists +10% cold defense ------ Resistance +20% cold other ------- Light +5 Masteries +0.30 Spell/Chill +0.30 Spell/Frost Release a will o' the wisp that will explode against your foes for 220 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(141 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Masteries +0.30 Spell/Winter Cleanse your mind of up to 2 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
ethereal dwarven lantern0.0 Encumbrance T5 lite [Ego+] Arcane While equipped: Stats +5 Mag offense ------ Spellpower +9 (+4 eff.) other ------- Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
survivor's brass lantern of focus2.0 Encumbrance T1 lite [Ego] Nature/Psionic While equipped: Stats +3 Wil offense ------ Damage +5% mind defense ------ Physical save +6 (+2 eff.) Healmod +12% other ------- 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. |
Blood-Runed Athame1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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 Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +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. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
8 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby0.0 Encumbrance 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 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. |
Rod of Spydric Poison (1/1)2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 329.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest2.0 Encumbrance 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. |
psychokinetic pouch of stralite shots of grasping (18/20, 44-53 power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego++] Nature/Psionic Weapon Damage 44.5 - 53.4 Physical Uses 40% Wil, 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 20 On-ranged-hit +24 physical On Hit: * 20% chance to create vines that bind the target to the ground dealing 231 nature damage and pinning them for 3 turns * 20% chance to knock the target back 3 spaces and deal 231 physical damage Shots are used with slings to pummel your foes to death. |
Skull of the Rat Lich1.0 Encumbrance T3 skull tool [Unique] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +10 (+4 eff.) When Hit 12 darkness Raise one or two undead rats to fight beside you. Uses 70 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Layurinor the steel torque of mindblast [power 175] (13 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: Stats +3 Wil offense ------ Mindpower +15 (+4 eff.) defense ------ Resistance +1% physical Blast the opponent's mind dealing 212 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Nerytta the Cracklewish [power 81] (25 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Damage +24% lightning +3% blight Ignore resists +10% blight +25% lightning defense ------ Resistance +6% blight Setup a psionic shield, reducing all damage taken by 81 for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 22% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Sparkkill [power 260] (15 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Mindpower +15 (+4 eff.) Ignore resists +15% mind +20% lightning defense ------ Resistance +15% lightning Mind save +6 (+2 eff.) other ------- Max hate +8.00 Max psi +30.00 Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 286 physical damage Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 19% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered stralite torque of psionic shield [power 169] (35 cooldown)2.0 Encumbrance T4 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 169 for 5 turns Puts all charms on 35 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Honeywood Chalice2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +5 Str offense ------ Damage +5% physical defense ------ Resistance +10% nature Physical save +10 (+3 eff.) Life Regen +0.15 Healmod +10% other ------- Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
The Guardian's Totem2.0 Encumbrance T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil offense ------ Mindpower +8 (+2 eff.) When Hit: * 18% chance to slow global speed by 63% defense ------ Resistance +20% blight +20% arcane Spell save +20 (+5 eff.) other ------- Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
cleansing elm totem of healing [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
10 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Belunne [power 266] (15 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +3 Con offense ------ Physical Power +5 (+1 eff.) Damage +6% acid Accuracy +10 (+3 eff.) defense ------ Armor +12 Create a radius 3 storm for 5 turns. Each turn, creatures within take 59 lightning damage and will be dazed for 1 turn (295 total damage) Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive elm wand of shielding [power 110] (20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
9 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Emeledatha the Dreamelf Bladebender level 30
25th Regrowth 123rd year of Ascendancy at 00:38 see stats
Against all odds
Killed Ukruk in the ambush.By Emeledatha the Dreamelf Bladebender level 30
20th Regrowth 123rd year of Ascendancy at 10:01 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Emeledatha the Dreamelf Bladebender level 24
8th Decay 122nd year of Ascendancy at 12:07 see stats
Arachnophobia
Destroyed the spydric menace.By Emeledatha the Dreamelf Bladebender level 33
52nd Regrowth 123rd year of Ascendancy at 14:06 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Emeledatha the Dreamelf Bladebender level 34
60th Regrowth 123rd year of Ascendancy at 05:15 see stats
Brave new world
Went to the Far East and took part in the war.By Emeledatha the Dreamelf Bladebender level 33
49th Regrowth 123rd year of Ascendancy at 16:48 see stats
Bringer of Doom
Killed a Bringer of Doom.By Emeledatha the Dreamelf Bladebender level 28
19th Regrowth 123rd year of Ascendancy at 03:43 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Emeledatha the Dreamelf Bladebender level 18
13rd Haze 122nd year of Ascendancy at 03:32 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Emeledatha the Dreamelf Bladebender level 32
30th Regrowth 123rd year of Ascendancy at 14:53 see stats
Earth Master
Killed Harkor'Zun.By Emeledatha the Dreamelf Bladebender level 19
46th Haze 122nd year of Ascendancy at 03:05 see stats
Exterminator
Killed 1000 creatures.By Emeledatha the Dreamelf Bladebender level 17
73rd Dusk 122nd year of Ascendancy at 15:41 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Emeledatha the Dreamelf Bladebender level 24
8th Decay 122nd year of Ascendancy at 12:36 see stats
Fear me not!
Survived the Fearscape!By Emeledatha the Dreamelf Bladebender level 27
16th Regrowth 123rd year of Ascendancy at 11:14 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Emeledatha the Dreamelf Bladebender level 36
61st Regrowth 123rd year of Ascendancy at 02:36 see stats
Level 10
Got a character to level 10.By Emeledatha the Dreamelf Bladebender level 10
3rd Summertide 122nd year of Ascendancy at 03:36 see stats
Level 20
Got a character to level 20.By Emeledatha the Dreamelf Bladebender level 20
47th Haze 122nd year of Ascendancy at 04:46 see stats
Level 30
Got a character to level 30.By Emeledatha the Dreamelf Bladebender level 30
20th Regrowth 123rd year of Ascendancy at 08:58 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Emeledatha the Dreamelf Bladebender level 19
33rd Haze 122nd year of Ascendancy at 23:14 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Emeledatha the Dreamelf Bladebender level 32
30th Regrowth 123rd year of Ascendancy at 15:52 see stats
The Arena
Unlocked Arena mode.By Emeledatha the Dreamelf Bladebender level 9
10th Mirth 122nd year of Ascendancy at 00:15 see stats
The Rat Lich
Killed the terrible Rat Lich.By Emeledatha the Dreamelf Bladebender level 15
63rd Dusk 122nd year of Ascendancy at 16:39 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Emeledatha the Dreamelf Bladebender level 24
75th Haze 122nd year of Ascendancy at 02:28 see stats
The secret city
Discovered the truth about mages.By Emeledatha the Dreamelf Bladebender level 18
23rd Haze 122nd year of Ascendancy at 18:42 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Emeledatha the Dreamelf Bladebender level 29
19th Regrowth 123rd year of Ascendancy at 11:20 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Emeledatha the Dreamelf Bladebender level 20
47th Haze 122nd year of Ascendancy at 09:41 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Emeledatha the Dreamelf Bladebender level 29
19th Regrowth 123rd year of Ascendancy at 16:01 see stats
Log
Emeledatha misses Rogue.
Emeledatha performs a melee critical strike against Rogue!
Emeledatha receives 9 healing from One With Blades.
Emeledatha hits Rogue for 100 physical, 13 darkness, 25 mind (138 total damage).
Rogue misses Emeledatha.
Rogue misses Emeledatha.
Emeledatha performs a melee critical strike against Rogue!
One With Blades hits Emeledatha for 9 healing, 9 healing (0 total damage) [19 healing].
Emeledatha hits Rogue for 225 physical, 48 cold (273 total damage).
Emeledatha killed Rogue!
You pickup 2.25 gold pieces.
You pickup 0.70 gold pieces.
Emeledatha picks up (2.): truestriking stralite dagger of massacre (38-49 power, 9 apr).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 43 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a hidden vault here (press '' or right click to use).
Ran for 49 turns (stop reason: at exit).
There is a way up (Vor Pride) here (press '' or right click to use).
Saving game...
Saving done.



























































































































































