Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: adventurers_unlocked 1.4.8Allows adventurers to play the game with any combination of other class skills. The adventurer class can now use Skirmisher talents, Stone Warden talents and Cursed Aura, as well as the Tinker system. It also starts with a steam generator, and because I also tend to play with Adventurer Tweaks, it starts with two extra talent and generic points, three extra stat points, and has a mastery of 1.3 in all categories. 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:
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 46 / 9% |
Size | big |
Lifes / Deaths | Killed by Isumiwyn the copperhead snake at level 8 on the 2nd Mirth 122nd year of Ascendancy at 06:01 0 / 8Killed by elven cultist at level 13 on the 14th Dusk 122nd year of Ascendancy at 04:37 Killed by worm that walks at level 21 on the 46th Dusk 122nd year of Ascendancy at 12:42 Killed by Weirdling Beast at level 21 on the 46th Dusk 122nd year of Ascendancy at 21:52 Killed by Weirdling Beast at level 21 on the 46th Dusk 122nd year of Ascendancy at 23:00 Killed by faerlhing at level 34 on the 6th Mirth 123rd year of Ascendancy at 06:08 Killed by luminous horror at level 39 on the 6th Flare 123rd year of Ascendancy at 02:48 Killed by aether beam at level 46 on the 46th Dusk 123rd year of Ascendancy at 17:32 |
Primary Stats
Strength | 42 (base 12) |
Dexterity | 30 (base 12) |
Constitution | 70 (base 48) |
Magic | 101 (base 60) |
Willpower | 27 (base 12) |
Cunning | 86 (base 60) |
Resources
Mana | 306/455 |
Equilibrium | 20 |
Life | -45/1247 |
Positive | 178/185 |
Psi | 117/117 |
Negative | 158/185 |
Healing Factor | 1.3772792565121 |
Regeneration | 0.34431981412805 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +30.000000000002% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 7 |
See Invisible | 8 |
Offense: Mainhand
Damage | 46 |
Accuracy | 27 |
Crit Chance | 27% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 68 |
Crit Chance | 62% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Physical | +15% |
Lightning | +75% |
Nature | +12% |
Fire | +50% |
Darkness | +20% |
Arcane | +50% |
Cold | +70% |
All | 0% |
Offense: Damage Penetration
Lightning | +60% |
Fire | +60% |
Arcane | +60% |
Cold | +60% |
All | +10% |
Defense: Base
Armour (hardiness) | 75 (100%) |
Defense | 66 |
Ranged Defense | 66 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 38 |
Mental Save | 41 |
Defense: Resistances
Acid | + 32%( 70%) |
Blight | + 39%( 70%) |
Arcane | + 24%( 70%) |
Cold | + 62%( 70%) |
All | + 20%( 70%) |
Darkness | + 70%( 70%) |
Light | + 41%( 70%) |
Temporal | + 56%( 70%) |
Physical | + 48%( 70%) |
Lightning | + 41%( 70%) |
Fire | + 35%( 70%) |
Nature | + 30%( 70%) |
Defense: Immunities
Knockback Resistance | 100% |
Stun Resistance | 0% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 176 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 605 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Temporal | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Air | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Eclipse | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Spell / Storm | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Celestial / Hymns | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved talent Channel Staff (+1 level(s)). | 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 Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the temporal explorer from death by orc assassin. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Willpower 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. | active |
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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within8 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
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. * You have destroyed Gorbat. | 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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | pearl pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Quiver | Ichorrigor (17/17, 42-58 power, 14 apr) Ichorrigor (17/17, 42-58 power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Rare] Arcane Power 41.5 - 58.1 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 17 Ranged+ +12 nature +20 temporal On Hit.r1 +20 light On Crit.r2 +12 light On Hit: * 20% chance to slow global speed by 50% * 20% chance to gain 10% of a turn (3/turn limit) On Crit: * Splash the target with acid dealing 186 damage over 5 turns and reducing armor and accuracy by 24 Arrows are used with bows to pierce your foes to death. |
Light source | piercing dwarven lantern of corpselight piercing dwarven lantern of corpselight1.0 T5 lite [Ego++] Arcane/Master While equipped: dps ---------- Spell.crit +5% Spell.pwr +4 (+1 eff.) Res.pen +10% all Apr +10 ----- def ----- Resists +9% blight +8% darkness ---------- misc Light +7 Infravis +5 See.Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 37 blight damage or heals 56 life. Creatures standing in the retch also have 25% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | voratun helm 'Tundur' (20 def, 5 armour) voratun helm 'Tundur' (20 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Dex +3 Con ----- def ----- Armour +5 Defense +20 (+5 eff.) Fatigue +5% Resists +6% blight +22% cold +5% arcane +15% darkness Crit.chn- 15.00% ---------- misc Max.stam +20.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | Elemental Fury Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. This item has been sent to the Item's Vault. |
On fingers | Elemental Fury Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. This item has been sent to the Item's Vault. |
Around neck | Daneth's Neckguard Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
In main hand | Storm Fury Storm Fury4.0 T5 longbow 2H weapon Reqs Dex 30 [Unique] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 12% Chain Lightning 3 While equipped: Stats +10 Dex +10 Mag dps ---------- Spell.crit +10% Spell.pwr +30 (+7 eff.) Mov.spd +30% Ranged+ 75 lightning Dmg.mod +25% lightning ----- def ----- Defense +30 (+8 eff.) Resists +20% lightning ---------- misc Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 141 to 282 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. This item has been sent to the Item's Vault. |
On hands | heroic drakeskin leather gloves of the starseeker (0 def, 7 armour) heroic drakeskin leather gloves of the starseeker (0 def, 7 armour)1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +4 Mag ----- def ----- Armour +7 Resists +6% light +8% darkness Mind.save +9 (+3 eff.) Max.HP +58.00 ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 3.2 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 2 area, doing 152.20 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | Aryseda the Taintraven Aryseda the Taintraven1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +12% nature On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Resists +6% lightning +15% temporal +6% darkness +9% blight +12% nature Spell.save +11 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Cloak | marshal's elven-silk cloak of fog (10 def, 0 armour) marshal's elven-silk cloak of fog (10 def, 0 armour)2.0 T5 cloak armor [Ego++] Nature/Master While equipped: Stats +4 Str +3 Con ----- def ----- Defense +10 (+3 eff.) Resists +20% light +19% fire Phys.save +11 (+5 eff.) Stealth +10 Max.HP +84.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Cun +5 Mag dps ---------- Crit.mult +20.00% Spell.pwr +10 (+2 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+5 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 42, based on Cunning and Magic) for 10 turns. Uses 50 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Inventory
heroism infusion (die at -467; dur 7; cd 28) heroism infusion (die at -467; dur 7; cd 28)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -467 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 934 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 207; 17 cd) regeneration infusion (heal 207; 17 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 207 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. Press to compare to your current inscriptions |
wild infusion (res 20%; physical; dur 2; cd 14) wild infusion (res 20%; physical; dur 2; cd 14)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
shatter afflictions rune (absorb 49; cd 15) shatter afflictions rune (absorb 49; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 49 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 19; blocks 3; dur 4; cd 13) stormshield rune (threshold 19; blocks 3; dur 4; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 19 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 48; cd 14) teleportation rune (range 48; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 48 with a minimum range of 15. 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 Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
archmage's voratun amulet of soulsearing archmage's voratun amulet of soulsearing0.1 T5 amulet jewelry [Ego++] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +5% Crit.mult +15.00% Spell.pwr +15 (+3 eff.) Dmg.mod +6% acid +9% blight +18% fire +5% lightning +8% cold Amulets make your neck look great! |
Dairyrain the voratun ring Dairyrain the voratun ring0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Dex +5 Mag +3 Wil +11 Cun dps ---------- Mind.crit +2% Spell.pwr +14 (+3 eff.) Acc +24 (+12 eff.) Apr +13 ----- def ----- Defense +32 (+8 eff.) ---------- misc Max.psi +30.00 Disengage: Puts all charms on 10 cooldown Level 4.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Ring of the War Master Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+3 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
sneakthief's voratun ring of life sneakthief's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +7 Cun +7 Dex dps ---------- Acc +11 (+5 eff.) ----- def ----- Max.HP +53.00 HP.reg +13.00 Heal.mod +16% Rings make your fingers look great! |
dragonbone vilestaff 'Belyma' (30-36 power, 6 apr, acid element) dragonbone vilestaff 'Belyma' (30-36 power, 6 apr, acid element)5.0 T5 staff 2H weapon [Rare] Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Wil dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Dmg.mod +42% acid +18% blight Res.pen +15% arcane +25% acid ----- def ----- Defense +15 (+4 eff.) ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 3.5 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 163.46 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
ethereal dragonbone vilestaff of wizardry (30-36 power, 6 apr, fire element) ethereal dragonbone vilestaff of wizardry (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Mag +2 Wil dps ---------- Spell.crit +5% Spell.pwr +28 (+7 eff.) Dmg.mod +30% fire Phasing +20% ----- def ----- Defense +14 (+4 eff.) Shield.pwr +13% ---------- misc Max.mana +45.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
imbued dragonbone starstaff (30-36 power, 6 apr, temporal element) imbued dragonbone starstaff (30-36 power, 6 apr, temporal element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Dmg.mod +30% temporal ---------- misc Talents +1 Command Staff On Spell Hit: 10% Flame 3 Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone magestaff of protection (30-36 power, 6 apr, fire element) infernal dragonbone magestaff of protection (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +24.00% Spell.pwr +21 (+5 eff.) Melee+ 33 fire Dmg.mod +30% fire ----- def ----- Resists +15% fire ---------- misc See.Invis +11 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's dragonbone starstaff of wizardry (30-36 power, 6 apr, darkness element) magelord's dragonbone starstaff of wizardry (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Mag +3 Wil dps ---------- Phys.crit +8.0% Spell.crit +5% Spell.pwr +30 (+7 eff.) Melee+ 29 arcane Dmg.mod +30% darkness ---------- misc Max.mana +134.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
truestriking dwarven-steel battleaxe (28-43 power, 2 apr) truestriking dwarven-steel battleaxe (28-43 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Master Power 28.5 - 42.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +16 (+8 eff.) Apr +14 Massive two-handed battleaxes. |
blazebringer's voratun battleaxe of torment (55-82 power, 4 apr) blazebringer's voratun battleaxe of torment (55-82 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego++] Nature/Psionic Power 55.0 - 82.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +77 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- All.spd +7% Res.pen +19% fire Massive two-handed battleaxes. |
stormbringer's voratun battleaxe of crippling (58-86 power, 4 apr) stormbringer's voratun battleaxe of crippling (58-86 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego++] Nature/Master Power 57.5 - 86.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +21 lightning +30 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +16.0% Mov.spd +28% Res.pen +24% lightning +23% cold Massive two-handed battleaxes. |
truestriking voratun battleaxe of the mystic (56-84 power, 4 apr) truestriking voratun battleaxe of the mystic (56-84 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Arcane/Master Power 56.0 - 84.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +13 Mag +7 Wil dps ---------- Spell.pwr +17 (+4 eff.) Res.pen +17% physical Acc +21 (+10 eff.) Apr +14 Massive two-handed battleaxes. |
voratun battleaxe of corruption (58-86 power, 4 apr) voratun battleaxe of corruption (58-86 power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Arcane Power 57.5 - 86.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit: 20% Curse of Defenselessness 5 Massive two-handed battleaxes. |
Frozencut the stralite greatmaul (58-86 power, 3 apr) Frozencut the stralite greatmaul (58-86 power, 3 apr)5.0 T4 greatmaul 2H weapon [Rare] Nature Power 57.5 - 86.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +24 nature On Hit.r1 +20 cold While equipped: dps ---------- Dmg.mod +18% blight +9% arcane +9% mind Melee Ret 8 mind ----- def ----- Resists +5% arcane +15% mind Massive two-handed mauls. |
acidic voratun greatmaul of ruin (64-96 power, 4 apr) acidic voratun greatmaul of ruin (64-96 power, 4 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego+] Arcane/Master Power 64.0 - 96.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 186 damage over 5 turns and reducing armor and accuracy by 24 While equipped: dps ---------- Phys.crit +14.0% Crit.mult +19.00% Apr +17 Massive two-handed mauls. |
warbringer's stralite greatsword of massacre (66-105 power, 3 apr) warbringer's stralite greatsword of massacre (66-105 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Master Power 65.5 - 104.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Phys.pwr +12 (+4 eff.) Res.pen +7% physical ----- def ----- Disarm- +32% Massive two-handed swords. |
blazebringer's voratun greatsword of crippling (60-96 power, 4 apr) blazebringer's voratun greatsword of crippling (60-96 power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego++] Nature/Master Power 60.0 - 96.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +90 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% All.spd +8% Res.pen +16% fire Massive two-handed swords. |
warbringer's voratun greatsword of crippling (64-102 power, 4 apr) warbringer's voratun greatsword of crippling (64-102 power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego++] Master Power 63.5 - 101.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Con dps ---------- Phys.crit +13.0% Phys.pwr +14 (+4 eff.) Res.pen +14% physical ----- def ----- Disarm- +39% Massive two-handed swords. |
Blood-Edge (46-64 power, 7 apr) Blood-Edge (46-64 power, 7 apr)3.0 T5 longsword 1H weapon [Unique] Arcane Power 46.0 - 64.4 Physical Uses 10% Mag, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +6.0% Atk.spd 100% HP.leech +5% Dmg.conv 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: dps ---------- Spell.crit +8% Spell.pwr +21 (+5 eff.) Dmg.mod +15% blight +15% physical ---------- misc Max.vim +25.00 Telepathy Undead/Blood Bleeding Edge: Level 7.2 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 184% weapon damage. If the attack hits, the target will bleed for 343% weapon damage over 7 turns, and all healing will be reduced by 77%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Spellblade (50-70 power, 0 apr) Spellblade (50-70 power, 0 apr)3.0 T5 longsword 1H weapon [Unique] Arcane Power 50.0 - 70.0 Physical Uses 20% Mag, 90% Str Acc+ +0.4% crit mult (max 40%) Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +8 Mag dps ---------- Spell.crit +9% Spell.pwr +25 (+6 eff.) Dmg.mod +30% lightning +30% fire +30% arcane ---------- misc Light +1 On Spell Hit: 12% Lightning 5 On Spell Hit: 12% Flame 5 On Spell Hit: 12% Manathrust 5 Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
inquisitor's voratun longsword of shearing (42-58 power, 6 apr) inquisitor's voratun longsword of shearing (42-58 power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Ego++] Disrupt/Master Power 41.5 - 58.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Deals 62 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +11% all Acc +17 (+8 eff.) Apr +14 Sharp, long, and deadly. |
thought-forged stralite waraxe of massacre (44-62 power, 5 apr) thought-forged stralite waraxe of massacre (44-62 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Master/Psionic Power 44.5 - 62.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +14 mind On Hit: * 20% chance to reduce all saves and defense by 24 While equipped: Stats +4 Cun +4 Wil One-handed war axes. |
voratun waraxe 'Bleakswift' (40-56 power, 6 apr) voratun waraxe 'Bleakswift' (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Random Unique] Arcane/Master Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +16 darkness On Hit.r1 +12 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 111 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Dmg.mod +9% darkness Res.pen +15% temporal Acc +14 (+7 eff.) ----- def ----- Defense +12 (+3 eff.) Resists +6% lightning Disarm- +29% One-handed war axes. |
stralite dagger 'Gunelen' (28-37 power, 9 apr) stralite dagger 'Gunelen' (28-37 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Random Unique] Nature/Master Power 28.5 - 37.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +34 acid +29 nature While equipped: Stats +14 Str +13 Dex +10 Mag +10 Wil +10 Cun +15 Con dps ---------- Dmg.mod +13% physical Res.pen +21% acid +21% nature Acc +13 (+6 eff.) Apr +12 ---------- misc Light +3 Sharp, short and deadly. |
stormbringer's voratun dagger (39-51 power, 9 apr) stormbringer's voratun dagger (39-51 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Nature Power 39.0 - 50.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +26 lightning +42 cold While equipped: dps ---------- Mov.spd +37% Res.pen +19% lightning +7% cold Sharp, short and deadly. |
voratun dagger of amnesia (38-49 power, 9 apr) voratun dagger of amnesia (38-49 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Psionic Power 38.0 - 49.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Sharp, short and deadly. |
harmonious thorny mindstar of gales (10-10 power, 24 apr, nature damage) harmonious thorny mindstar of gales (10-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego++] Nature Power 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +7% lightning +8% cold +4% nature +8% physical Res.pen +7% nature ----- def ----- Defense +15 (+4 eff.) Resists +5% nature Pinning- +22% ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony 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. |
hateful thorny mindstar of flames (10-10 power, 24 apr, nature damage) hateful thorny mindstar of flames (10-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego++] Nature/Psionic Power 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) All.spd +5% Melee+ 10 fire Dmg.mod +12% fire +12% mind +11% darkness Res.pen +8% fire +10% mind +8% darkness ----- def ----- Resists +7% fire ---------- misc Max.hate +6.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eyal's Will (22-24 power, 40 apr, nature damage) Eyal's Will (22-24 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Unique] Nature/Disrupt Power 22.0 - 24.2 Nature Uses 60% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+7 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 7, doing 43.21 slime damage for 12 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
hungering living mindstar of flames (16-18 power, 40 apr, nature damage) hungering living mindstar of flames (16-18 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic Power 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) All.spd +8% Melee+ 6 fire Dmg.mod +17% fire Res.pen +11% fire ----- def ----- Resists +13% fire ---------- misc Hate/kill +4.00 Psi/kill +3.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 84.00 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 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. |
mitotic living mindstar of disruption (16-18 power, 40 apr, mind damage) mitotic living mindstar of disruption (16-18 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Disrupt Power 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +13.0% Atk.spd 100% Against +18% Unnatural On Hit: * 14% chance to reduce armor by 41% * 10% chance to slow global speed by 50% * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) ---------- misc Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 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. |
mitotic living mindstar of life (18-19 power, 40 apr, nature damage) mitotic living mindstar of life (18-19 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature Power 17.5 - 19.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +8.0% Atk.spd 100% On Hit: * 20% chance to slow global speed by 50% * 13% chance to reduce armor by 41% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) ----- def ----- Max.HP +36.00 HP.reg +1.00 ---------- misc Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 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. |
dragonbone longbow 'Singepanic' dragonbone longbow 'Singepanic'4.0 T5 longbow 2H weapon Reqs Dex 48 [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +11 Mag +4 Wil dps ---------- Phys.crit +6.0% S.pwr/crit +10 Dmg.mod +9% blight Res.pen +25% fire Acc +23 (+11 eff.) Melee Ret 8 blight Longbows are used to shoot arrows at your foes. |
steady dragonbone longbow of recursion steady dragonbone longbow of recursion4.0 T5 longbow 2H weapon Reqs Dex 48 [Ego+] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 10% Shoot 1 While equipped: dps ---------- Phys.crit +6.0% Acc +15 (+7 eff.) Longbows are used to shoot arrows at your foes. |
drakeskin leather sling of enduring drakeskin leather sling of enduring4.0 T5 sling 1H weapon Reqs Dex 48 [Ego+] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +6 Con +12 Wil ----- def ----- Max.HP +61.00 Slings are used to hurl stones or metal shots at your foes. |
ranger's stralite steamgun of true flight ranger's stralite steamgun of true flight4.0 T4 steamgun 1H weapon Reqs Dex 35 Steam Pool [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Dex dps ---------- Phys.crit +7.0% Acc +11 (+5 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
throat-seeking voratun steamgun throat-seeking voratun steamgun4.0 T5 steamgun 1H weapon Reqs Dex 48 Steam Pool [Ego+] Disrupt/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +13 nature On Crit: * silences the target Uses 2.0 Steam While equipped: dps ---------- Res.pen +10% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
barbed pouch of voratun shots of annihilation (23/23, 68-82 power, 13 apr) barbed pouch of voratun shots of annihilation (23/23, 68-82 power, 13 apr)3.0 T5 shot ammo Reqs Dex 48 [Ego++] Master Power 68.5 - 82.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +13 Crit +24.0% Capacity 23 Proj.spd +200% On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
barbed pouch of voratun shots of erosion (22/22, 61-73 power, 6 apr) barbed pouch of voratun shots of erosion (22/22, 61-73 power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Ego+] Nature/Master Power 61.0 - 73.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +21.0% Capacity 22 Ranged+ +15 nature On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Temporal Rift (8 def, 4 armour, 325 block) Temporal Rift (8 def, 4 armour, 325 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Spell.pwr +12 (+3 eff.) ----- def ----- Armour +4 Defense +8 (+2 eff.) Rng.Def +10 (+3 eff.) Resists +30% temporal Dmg.red +20 all Spell.save +20 (+7 eff.) Proj.slow +50% ---------- misc Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
tormentor's woollen robe of Angolwen (0 def, 0 armour) tormentor's woollen robe of Angolwen (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +3 Wil +3 Cun dps ---------- Crit.mult +12.00% Spell.pwr +9 (+2 eff.) S.pwr/crit +4 ----- def ----- Resists +9% all Silence- +30% ---------- misc Hate/m.crit +3.00 Psi/m.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient elven-silk robe of Angolwen (0 def, 0 armour) ancient elven-silk robe of Angolwen (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +5 Wil +14 Mag dps ---------- Spell.pwr +10 (+2 eff.) S.pwr/crit +5 Dmg.mod +5% temporal +25% physical Res.pen +9% temporal +6% physical ----- def ----- Resists +15% all Anom.red +12 Silence- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
radiant rough leather armour of acid resistance (3 def, 2 armour) radiant rough leather armour of acid resistance (3 def, 2 armour)9.0 T1 light armor [Ego+] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +12% blight +12% darkness +17% acid ---------- misc Light +2 A suit of armour made of leather. |
cleansing reinforced leather armour (12 def, 7 armour) cleansing reinforced leather armour (12 def, 7 armour)9.0 T4 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +13% nature +14% blight A suit of armour made of leather. |
prismatic reinforced leather armour of fire resistance (12 def, 7 armour) prismatic reinforced leather armour of fire resistance (12 def, 7 armour)9.0 T4 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +24% fire +16% light +14% darkness A suit of armour made of leather. |
radiant reinforced leather armour of alacrity (12 def, 7 armour) radiant reinforced leather armour of alacrity (12 def, 7 armour)9.0 T4 light armor [Ego++] Nature/Master While equipped: Stats +3 Wil dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +22% blight +21% darkness ---------- misc Light +2 A suit of armour made of leather. |
Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+3 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+4 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 7.2 Pwr.cost 12 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 7, knocking back anything caught inside and setting them ablaze, doing 291.68 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
drakeskin leather armour 'Kindlesmasher' (50 def, 8 armour) drakeskin leather armour 'Kindlesmasher' (50 def, 8 armour)9.0 T5 light armor [Rare] Psionic While equipped: Stats +3 Str +9 Wil +9 Cun dps ---------- Phys.crit +7.0% Res.pen +25% light +15% physical Acc +30 (+14 eff.) ----- def ----- Armour +8 Defense +50 (+13 eff.) Fatigue +8% Mind.save +23 (+8 eff.) Die.at -80.00 life A suit of armour made of leather. |
drakeskin leather armour of natural resilience (20 def, 8 armour) drakeskin leather armour of natural resilience (20 def, 8 armour)9.0 T5 light armor [Ego+] Disrupt While equipped: ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +12% nature +15% blight D.Red.from +12% Unnatural A suit of armour made of leather. |
duelist's drakeskin leather armour (26 def, 13 armour) duelist's drakeskin leather armour (26 def, 13 armour)9.0 T5 light armor [Ego+] Master While equipped: Stats +6 Cun +7 Dex ----- def ----- Armour +13 Defense +26 (+7 eff.) Fatigue +8% A suit of armour made of leather. |
radiant drakeskin leather armour of Eyal (20 def, 8 armour) radiant drakeskin leather armour of Eyal (20 def, 8 armour)9.0 T5 light armor [Ego++] Nature While equipped: Stats +4 Wil ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +19% blight +20% darkness Max.HP +47.00 HP.reg +8.00 Heal.mod +16% ---------- misc Light +1 A suit of armour made of leather. |
searing drakeskin leather armour of Toknor (20 def, 8 armour) searing drakeskin leather armour of Toknor (20 def, 8 armour)9.0 T5 light armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +13.00% Phys.pwr +8 (+2 eff.) Melee+ 16 acid 11 fire Melee Ret 12 acid 12 fire ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +25% acid +17% fire A suit of armour made of leather. |
enlightening voratun mail armour of Eyal (5 def, 10 armour) enlightening voratun mail armour of Eyal (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego++] Nature/Psionic While equipped: Stats +5 Cun +6 Wil ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Mind.save +16 (+5 eff.) Max.HP +45.00 HP.reg +10.00 Heal.mod +14% A suit of armour made of mail. |
enlightening voratun mail armour of clarity (5 def, 10 armour) enlightening voratun mail armour of clarity (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Psionic While equipped: Stats +7 Cun +6 Wil ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +8% mind Mind.save +32 (+11 eff.) A suit of armour made of mail. |
hardened voratun mail armour of lightning resistance (5 def, 17 armour) hardened voratun mail armour of lightning resistance (5 def, 17 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Master While equipped: ----- def ----- Armour +17 Defense +5 (+1 eff.) Fatigue +12% Resists +13% acid +11% physical +11% cold +26% lightning +8% fire A suit of armour made of mail. |
impenetrable voratun mail armour of lightning resistance (5 def, 22 armour) impenetrable voratun mail armour of lightning resistance (5 def, 22 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego] Master While equipped: ----- def ----- Armour +22 Defense +5 (+1 eff.) Fatigue +12% Resists +23% lightning A suit of armour made of mail. |
voratun mail armour of thunder (5 def, 10 armour) voratun mail armour of thunder (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Arcane While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Phys.crit +7.0% Spell.crit +8% Mind.crit +9% Phys.pwr +17 (+5 eff.) Spell.pwr +21 (+5 eff.) Mind.pwr +19 (+8 eff.) ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +16% lightning A suit of armour made of mail. |
Cuirass of the Thronesmen (20 def, 32 armour) Cuirass of the Thronesmen (20 def, 32 armour)17.0 T4 massive armor Reqs Massive armour training Str 44 [Unique] Master While equipped: Stats +6 Con ----- def ----- Armour +32 Hardiness +10% Defense +20 (+5 eff.) Fatigue +15% Resists +25% darkness +25% fire Phys.save +40 (+15 eff.) Heal.mod -30% Stun/Frz- +40% Knockbk- +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
hardened voratun plate armour of fire resistance (0 def, 24 armour) hardened voratun plate armour of fire resistance (0 def, 24 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Master While equipped: ----- def ----- Armour +24 Fatigue +22% Resists +7% acid +9% physical +9% cold +9% lightning +31% fire A suit of armour made of metal plates. |
enveloping elven-silk cloak of sorcery (14 def, 0 armour) enveloping elven-silk cloak of sorcery (14 def, 0 armour)2.0 T5 cloak armor [Ego+] Arcane/Master While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +8% ----- def ----- Defense +14 (+4 eff.) Phys.save +8 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow elven-silk cloak (3 def, 0 armour) shadow elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Master While equipped: dps ---------- Dmg.mod +15% darkness Res.pen +11% darkness ----- def ----- Defense +3 (+1 eff.) Resists +10% darkness Stealth +16 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
blightbringer's pair of drakeskin leather boots of rushing (0 def, 5 armour) blightbringer's pair of drakeskin leather boots of rushing (0 def, 5 armour)2.0 T5 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Str +7 Mag +3 Con dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +8% acid +7% blight ----- def ----- Armour +5 Disease- +39% Rush: Puts all charms on 25 cooldown Level 4.5 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
fleetfooted pair of drakeskin leather boots of disengagement (16 def, 5 armour) fleetfooted pair of drakeskin leather boots of disengagement (16 def, 5 armour)2.0 T5 feet armor [Ego++] Master While equipped: Stats +3 Cun +15 Dex ----- def ----- Armour +5 Defense +16 (+4 eff.) Disengage: Puts all charms on 15 cooldown Level 5.9 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 7 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 210% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
blood-soaked pair of voratun boots of evasion (9 def, 5 armour) blood-soaked pair of voratun boots of evasion (9 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego++] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +4 (+1 eff.) Apr +8 ----- def ----- Armour +5 Defense +9 (+2 eff.) Fatigue +4% Evasion: (Instant) Puts all charms on 30 cooldown Level 7.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 29 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
sand drakeskin leather gloves of butchering (0 def, 11 armour) sand drakeskin leather gloves of butchering (0 def, 11 armour)1.0 T4 hands armor [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 10 physical Dmg.mod +7% physical Acc +9 (+4 eff.) Apr +10 ----- def ----- Armour +11 Resists +9% blight Spell.save +17 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
polar voratun gauntlets of dexterity (+3) (0 def, 3 armour) polar voratun gauntlets of dexterity (+3) (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 8 cold Dmg.mod +6% cold Acc +17 (+8 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +9% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
augmenting cashmere wizard hat of madness (2 def, 0 armour) augmenting cashmere wizard hat of madness (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Dmg.mod +7% acid +7% lightning +6% cold +10% arcane +9% fire ----- def ----- Defense +2 (+1 eff.) Mind.save +13 (+4 eff.) Hateful Whisper: Puts all charms on 15 cooldown Level 4.5 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 125 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.7 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 4 tiles if one is available; beyond this, all affected targets have a 32% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
elven-silk wizard hat (3 def, 0 armour) elven-silk wizard hat (3 def, 0 armour)2.0 T5 head armor [Normal] While equipped: ----- def ----- Defense +3 (+1 eff.) A pointy cloth hat, very wizardly... |
psion's elven-silk wizard hat (3 def, 0 armour) psion's elven-silk wizard hat (3 def, 0 armour)2.0 T5 head armor [Ego+] Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +11% mind ----- def ----- Defense +3 (+1 eff.) Resists +9% mind Phys.save +7 (+4 eff.) Mind.save +16 (+5 eff.) ---------- misc Max.psi +25.00 A pointy cloth hat, very wizardly... |
Cuthiregoregovor the Scaldquench (0 def, 5 armour) Cuthiregoregovor the Scaldquench (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +9 Str +4 Con dps ---------- Dmg.mod +12% fire Melee Ret 4 cold On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue +5% Resists +17% light +16% darkness Phys.save +12 (+6 eff.) Mind.save +15 (+5 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% Battle Cry: Puts all charms on 28 cooldown Level 4.5 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 7, lowering their Defense by 32 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 fire opal 2 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 moonstone 4 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Runed Skull Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Crystal Heart Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Petrified Wood Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
nightwalker's dwarven lantern nightwalker's dwarven lantern1.0 T5 lite [Ego+] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +15.00% Phys.pwr +7 (+2 eff.) ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Belenn (dig speed 11 turns) Belenn (dig speed 11 turns)3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +8 Str +5 Dex +4 Mag +4 Cun dps ---------- Acc +19 (+9 eff.) Apr +11 ----- def ----- Resists +6% darkness +2% physical Affinity +15% darkness Phys.save +6 (+3 eff.) ---------- misc Infravis +11 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 5.9 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +111 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Orb of Many Ways Orb of Many Ways1.0 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 Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 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. |
Dawndash the voratun torque of mindblast [power 455] (19 cooldown) Dawndash the voratun torque of mindblast [power 455] (19 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +1 Cun +1 Dex dps ---------- Res.pen +5% lightning +25% light ----- def ----- Resists +3% light ---------- misc See.Invis +12 Blast the opponent's mind dealing 455 mind damage and silencing them for 4 turns Puts all charms on 19 cooldown 100% to increase all damage penetration by 22% for 2 turns. 100% to heal for 42. Torques are made by powerful psionics to store psionic powers. |
Forbidden Tome: "Of Knowledge And Horrors" Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By Light the Cornac Adventurer level 40
6th Dusk 123rd year of Ascendancy at 04:34 see stats
By Light the Cornac Adventurer level 38
1st Summertide 123rd year of Ascendancy at 08:12 see stats
By Light the Cornac Adventurer level 32
62nd Pyre 123rd year of Ascendancy at 06:49 see stats
By Light the Cornac Adventurer level 42
23rd Dusk 123rd year of Ascendancy at 18:53 see stats
By Light the Cornac Adventurer level 21
54th Dusk 122nd year of Ascendancy at 16:52 see stats
By Light the Cornac Adventurer level 41
10th Dusk 123rd year of Ascendancy at 07:43 see stats
By Light the Cornac Adventurer level 35
7th Mirth 123rd year of Ascendancy at 17:12 see stats
By Light the Cornac Adventurer level 41
9th Dusk 123rd year of Ascendancy at 20:14 see stats
By Light the Cornac Adventurer level 20
43rd Dusk 122nd year of Ascendancy at 15:01 see stats
By Light the Cornac Adventurer level 30
10th Allure 123rd year of Ascendancy at 15:44 see stats
By Light the Cornac Adventurer level 21
47th Dusk 122nd year of Ascendancy at 03:42 see stats
By Light the Cornac Adventurer level 31
64th Regrowth 123rd year of Ascendancy at 06:40 see stats
By Light the Cornac Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 07:58 see stats
By Light the Cornac Adventurer level 20
43rd Dusk 122nd year of Ascendancy at 13:30 see stats
By Light the Cornac Adventurer level 30
10th Allure 123rd year of Ascendancy at 04:09 see stats
By Light the Cornac Adventurer level 40
7th Flare 123rd year of Ascendancy at 06:18 see stats
By Light the Cornac Adventurer level 22
16th Haze 122nd year of Ascendancy at 12:39 see stats
By Light the Cornac Adventurer level 29
10th Decay 122nd year of Ascendancy at 06:25 see stats
By Light the Cornac Adventurer level 21
46th Dusk 122nd year of Ascendancy at 09:13 see stats
By Light the Cornac Adventurer level 42
10th Dusk 123rd year of Ascendancy at 08:38 see stats
By Light the Cornac Adventurer level 7
78th Pyre 122nd year of Ascendancy at 20:08 see stats
By Light the Cornac Adventurer level 30
35th Regrowth 123rd year of Ascendancy at 05:45 see stats
By Light the Cornac Adventurer level 29
1st Allure 123rd year of Ascendancy at 12:07 see stats
By Light the Cornac Adventurer level 25
75th Haze 122nd year of Ascendancy at 23:20 see stats
By Light the Cornac Adventurer level 16
24th Dusk 122nd year of Ascendancy at 06:48 see stats
By Light the Cornac Adventurer level 37
10th Mirth 123rd year of Ascendancy at 16:22 see stats
Log
Talent Lightning is ready to use.
Light reflects damage back to Ivakira the blinkwyrm!
Light hits Ivakira the blinkwyrm for (143 absorbed), (143 mana), 143 reflected, (25 absorbed), (25 mana), 25 reflected (169 total damage).
Ivakira the blinkwyrm's Ice Shards hits Light for (143 absorbed), 0 cold (0 total damage).
Ivakira the blinkwyrm's aether beam hits Light for (25 absorbed), 0 arcane (0 total damage).
Light uses Relentless Pursuit.
Light is free from the ice.
Light's spell attains critical power!
Ivakira the blinkwyrm deactivates Disruption Shield.
Ivakira the blinkwyrm's disruption shield collapses and then explodes in a powerful manastorm!
Ivakira the blinkwyrm's spell attains critical power!
Light surges with fiery power!
Light surges with icy power!
Light surges with lightning power!
Ivakira the blinkwyrm resists!
A bolt of lightning fires from Light's bow, striking Ivakira the blinkwyrm!
Ivakira the blinkwyrm HEALS from cold damage!
Light hits Ivakira the blinkwyrm for (176 absorbed), (176 mana), 144 fire, 308 cold, 884 healing, 438 lightning, 281 arcane (1171 total damage) [884 healing].
Elemental Surge hits Ivakira the blinkwyrm for 693 fire, 554 cold, 1593 healing, 789 lightning (2036 total damage) [1593 healing].
Light is silenced!
Ivakira the blinkwyrm's aether beam hits Light for (144 absorbed), 0 arcane (0 total damage).
Your shield crumbles under the damage!
The shield around Light crumbles.
Ivakira the blinkwyrm's aether beam hits Light for (25 absorbed), 120 arcane (120 total damage).
Ivakira the blinkwyrm casts Manathrust.
Light resists!
Ivakira the blinkwyrm's aether beam hits Light for 188 arcane damage.
Ivakira the blinkwyrm hits Light for 491 arcane damage.
Light the level 46 cornac adventurer was imploded to death by a Ivakira the blinkwyrm's aether beam on level 3 of Gorbat Pride.