













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Skirmisher |
| Level / Exp | 23 / 37% |
| Size | medium |
| Lifes / Deaths | Killed by Velogalevea the Black Ooze's mucus ooze at level 23 on the 23rd Iron 123rd year of Ascendancy at 14:42 / 1 |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 60 (base 53) |
| Constitution | 15 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 18 (base 11) |
| Cunning | 55 (base 44) |
Resources
| Life | -116/661 |
| Stamina | 10/198 |
| Healing Factor | 1.1560311219417 |
| Regeneration | 6.5315758389706 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 49.172317758494 |
| See Invisible | 49.172317758494 |
Offense: Mainhand
| Damage | 95 |
| Accuracy | 57 |
| Crit Chance | 18% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +15% |
| Light | +3% |
| Fire | +18% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 41.719009130622 (56.026343845506%) |
| Defense | 56 |
| Ranged Defense | 56 |
| Fatigue | 10.923805221685 |
| Physical Save | 28 |
| Spell Save | 27 |
| Mental Save | 34 |
Defense: Resistances
| Nature | + 14%( 70%) |
| Lightning | + 10%( 70%) |
| Light | + 13%( 70%) |
| Darkness | + 7%( 70%) |
| Blight | + 10%( 70%) |
| Cold | + 29%( 70%) |
| Fire | + 10%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 519% 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 38 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 23 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. |
Class Talents
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed black mamba head. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed electric eel tail. * You've found the needed warg claw. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | Chillwisp (9/15, 34-40 power, 3 apr)3.0 T3 shot ammo [Rare] Psionic Power 33.5 - 40.2 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 15 Rld cld 6 Ranged+ +16 mind +8 cold On Hit.r1 +8 fire +16 darkness +16 cold On Crit.r2 +8 fire +16 cold On Hit: * 13% chance to reduce all saves and defense by 22 Shots are used with slings to pummel your foes to death. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | rough leather cap 'Zeralathaldir' (25 def, 7 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Crit.mult +10.00% Res.pen +5% physical ----- def ----- Armour +7 Defense +25 (+7 eff.) Fatigue +1% Die.at -40.00 life A cap made of leather. |
| On hands | hardened leather gloves of dexterity (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +2 Unarmed combat: Power 15.0 - 16.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +3 Crit +8.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Boltbrand the elm totem of healing [power 116] (8/13 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Resists +6% lightning +3% darkness Phys.save +9 (+5 eff.) Mind.save +9 (+4 eff.) Die.at -60.00 life Disease- +10% Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Splendourdeath the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Mind.crit +3% Crit.mult +5.00% Dmg.mod +3% light ----- def ----- Resists +9% light Spell.save +11 (+5 eff.) ---------- misc Equi/ret +0.08 Max.stam +12.00 Rings make your fingers look great! |
| On fingers | savior's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +9 (+5 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Toxinpower4.0 T2 sling 1H weapon [Random Unique] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +16 fire While equipped: Stats +1 Dex dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +18% fire Res.pen +5% nature Acc +10 (+3 eff.) ----- def ----- Armour +4 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | insulating rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +6% blight +6% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | reinforced voratun shield (0 def, 12 armour, 70-84 power, 226.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 70.0 - 84.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +226 While equipped: ----- def ----- Armour +12 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Delygund (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Phys.pwr +15 (+5 eff.) Mind.pwr +5 (+2 eff.) Res.pen +10% physical Acc +5 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +36.00 HP.reg +3.40 Heal.mod +11% A suit of armour made of leather. |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
regeneration infusion (heal 205; 17 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 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 205 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. |
copper amulet of manastreaming0.1 T1 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +2 ---------- misc Mana/turn +0.10 Max.mana +21.00 Amulets make your neck look great! |
Armehek the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con ----- def ----- Resists +5% arcane +12% mind Phys.save +6 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
Blindcrack0.1 T2 ring jewelry [Random Unique] Arcane While equipped: Stats +4 Mag +6 Wil dps ---------- Spell.pwr +5 (+5 eff.) Dmg.mod +12% darkness Res.pen +10% darkness Melee Ret 2 temporal On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Resists +24% darkness Blind- +27% ---------- misc Infravis +3 See.Stealth +6 See.Invis +6 Rings make your fingers look great! |
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. |
gold ring of luminosity0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +1 Mag dps ---------- Melee+ 10 light Ranged+ 15 light Dmg.mod +12% light Rings make your fingers look great! |
marksman's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+2 eff.) Rings make your fingers look great! |
arcing dwarven-steel battleaxe (32-49 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Arcane Power 32.5 - 48.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed battleaxes. |
dwarven-steel battleaxe of evisceration (29-44 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Master Power 29.0 - 43.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +10 (+3 eff.) Massive two-handed battleaxes. |
dwarven-steel battleaxe of the mystic (31-46 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Arcane Power 31.0 - 46.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +14 (+13 eff.) Massive two-handed battleaxes. |
thought-forged dwarven-steel battleaxe of erosion (30-46 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Nature/Psionic Power 30.5 - 45.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +14 mind +13 nature On Hit: * 30% chance to reduce all saves and defense by 22 While equipped: Stats +5 Cun +5 Wil Massive two-handed battleaxes. |
Chillwish the dwarven-steel dagger (20-25 power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master Power 19.5 - 25.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +4 cold On Hit: * 10% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to strike from the target to a second target dealing 15 damage * Create an explosion dealing 15 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +14% acid +6% temporal Res.pen +8% acid Acc +7 (+2 eff.) ----- def ----- Defense +8 (+3 eff.) Resists +18% cold Disarm- +26% Sharp, short and deadly. |
Fulelin the iron dagger (11-14 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Arcane Power 11.0 - 14.3 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +4 mind On Hit: * 10% chance to reduce all saves and defense by 22 * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +3 Mag dps ---------- Spell.pwr +20 (+16 eff.) S.pwr/crit +4 ---------- misc Mana/turn +0.08 Sharp, short and deadly. |
Grinugorig the steel dagger (18-23 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Nature/Master Power 17.5 - 22.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Phasing +30% Melee+ +6 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +6% blight Melee Ret 2 arcane Sharp, short and deadly. |
Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 65% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
balanced dwarven-steel dagger of massacre (25-32 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Master Power 25.0 - 32.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +22% Sharp, short and deadly. |
dwarven-steel dagger of amnesia (16-21 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Psionic Power 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Sharp, short and deadly. |
hateful stralite dagger of persecution (31-40 power, 9 apr)1.0 T4 dagger 1H weapon [Ego] Disrupt/Psionic Power 31.0 - 40.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +5 darkness Against +10% Living +13% Unnatural While equipped: Stats +1 Wil Sharp, short and deadly. |
steel dagger 'Eloth' (16-21 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 16.5 - 21.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +6.0% Atk.spd 100% Melee+ +7 darkness Against +7% Living On Hit.r1 +5 fire While equipped: Stats +3 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +3% blight Res.pen +9% physical ----- def ----- Disarm- +10% ---------- misc Mana/turn +0.08 Max.stam +20.00 Sharp, short and deadly. |
plaguebringer's steel greatmaul of massacre (36-55 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego+] Arcane/Master Power 36.5 - 54.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 2 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 5 While equipped: ----- def ----- Disease- +17% Massive two-handed mauls. |
warbringer's dwarven-steel greatmaul of massacre (52-79 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Master Power 52.5 - 78.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +12% physical ----- def ----- Disarm- +25% Massive two-handed mauls. |
Clouddredge (35-56 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Rare] Nature Power 35.0 - 56.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +13 nature +16 lightning While equipped: Stats +4 Str +7 Wil +6 Con Massive two-handed swords. |
balanced dwarven-steel greatsword of erosion (38-62 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Nature/Master Power 38.5 - 61.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Acc +13 (+3 eff.) ----- def ----- Defense +10 (+3 eff.) Disarm- +34% Massive two-handed swords. |
balanced steel greatsword of massacre (34-55 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 34.5 - 55.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +9 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Disarm- +29% Massive two-handed swords. |
dwarven-steel greatsword of crippling (37-59 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Master Power 37.0 - 59.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% Massive two-handed swords. |
hateful dwarven-steel greatsword (36-57 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Psionic Power 35.5 - 56.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +14 darkness Against +13% Living Massive two-handed swords. |
Forestbloom4.0 T3 longbow 2H weapon [Rare] Disrupt Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +18 nature On Crit: * silences the target While equipped: dps ---------- Res.pen +16% nature +5% darkness On Hit (Ranged): * 10% chance to reduce damage dealt by 18% ----- def ----- Resists +15% nature ---------- misc Infravis +3 Longbows are used to shoot arrows at your foes. |
ash longbow of acid4.0 T2 longbow 2H weapon [Ego] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +11 acid While equipped: dps ---------- Dmg.mod +14% acid Longbows are used to shoot arrows at your foes. |
balanced dwarven-steel longsword of massacre (29-41 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego] Master Power 29.0 - 40.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +25% Sharp, long, and deadly. |
dwarven-steel longsword of shearing (23-32 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Master Power 23.0 - 32.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +5% all Acc +8 (+2 eff.) Apr +7 Sharp, long, and deadly. |
hateful dwarven-steel longsword of the mystic (23-32 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego] Arcane/Psionic Power 23.0 - 32.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 darkness Against +6% Living While equipped: Stats +5 Mag +2 Wil dps ---------- Spell.pwr +7 (+7 eff.) Sharp, long, and deadly. |
slime-covered dwarven-steel longsword (22-30 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego] Disrupt Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 8% chance to slow global speed by 48% Sharp, long, and deadly. |
plaguebringer's dwarven-steel mace (24-34 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego+] Arcane Power 24.0 - 33.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +5 blight On Hit: 20% Epidemic 3 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 5 While equipped: ----- def ----- Disease- +15% Blunt and deadly. |
steel mace 'Huresasus' (21-29 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Nature/Master/Psionic Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 mind On Hit: * 11% chance to reduce all saves and defense by 22 While equipped: Stats +9 Wil +2 Cun +7 Con dps ---------- Dmg.mod +3% temporal Res.pen +15% temporal On Hit (Melee): * 10% chance to reduce armor by 13% ----- def ----- Resists +6% acid Max.HP +19.00 Blunt and deadly. |
creative thorny mindstar of balance (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 8.0 - 8.8 Mind 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: Stats +6 Cun dps ---------- Mind.crit +3% Crit.mult +5.00% Mind.pwr +6 (+3 eff.) ----- def ----- Phys.save +5 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +0.80 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. |
gifted vined mindstar of life (4-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+4 eff.) ----- def ----- Max.HP +14.00 HP.reg +0.60 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying thorny mindstar of life (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 8.0 - 8.8 Mind 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.) Melee+ 9 mind 7 darkness Dmg.mod +4% mind +2% darkness ----- def ----- Max.HP +10.00 HP.reg +0.60 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's thorny mindstar (9-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 9.0 - 9.9 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 +4% nature ----- def ----- Resists +4% blight Disease- +16% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's thorny mindstar of balance (8-8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 7.5 - 8.2 Mind 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 +2% nature ----- def ----- Resists +4% blight Phys.save +4 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +4 (+2 eff.) Disease- +12% ---------- misc Equi/ret +1.00 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. |
thorny mindstar of clarity (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 8.5 - 9.4 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.) ----- def ----- Mind.save +5 (+2 eff.) ---------- misc Max.psi +23.00 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. |
Glintedge the hardened leather sling4.0 T3 sling 1H weapon [Rare] Disrupt Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +12 mind On Crit.r2 +8 light While equipped: dps ---------- Dmg.mod +15% lightning +6% mind +9% light On Hit (Ranged): * 20% chance to reduce all saves and defense by 22 ----- def ----- Resists +9% acid +10% lightning +10% cold +10% fire +5% all Spell.save +8 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
Darkrot the ash magestaff (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Mind.crit +3% Spell.pwr +6 (+6 eff.) Dmg.mod +15% arcane +6% mind ----- def ----- Defense +7 (+2 eff.) Resists +3% darkness ---------- misc Max.P.En +20.00 Max.N.En +20.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Level 2.0 Pwr.cost 5 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 47.18 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. |
Silomira the yew magestaff (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Mag +3 Cun +3 Con dps ---------- Spell.crit +11% Crit.mult +13.00% Spell.pwr +15 (+13 eff.) Dmg.mod +20% lightning +20% cold +20% arcane +20% fire ----- def ----- Armour +2 Crit.chn- 15.00% Heal.mod +15% Knockbk- +10% ---------- misc N.En/turn +0.20 Vim/s.crit +5.00 Max.vim +27.00 Max.N.En +26.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Poruldalaith' (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Mind.crit +3% Spell.pwr +6 (+6 eff.) Dmg.mod +12% mind +15% physical Melee Ret 6 mind ----- def ----- Defense +8 (+3 eff.) ---------- misc Max.psi +20.00 Light +3 Infravis +3 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Level 1.0 Pwr.cost 5 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 35.03 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
cruel yew vilestaff of fate (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +16% Crit.mult +13.00% Spell.pwr +9 (+9 eff.) Dmg.mod +20% fire ----- def ----- Phys.save +7 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel yew vilestaff of illumination (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +10.00% Spell.pwr +9 (+9 eff.) Dmg.mod +20% darkness ----- def ----- Defense +8 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Level 2.0 Pwr.cost 5 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 47.18 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. |
earthen yew magestaff of channeling (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +19 (+15 eff.) Dmg.mod +20% arcane ----- def ----- Armour +4 Hardiness +5% Phys.save +4 (+2 eff.) ---------- misc Mana/turn +0.27 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 25 cooldown Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Blackspire' (20-24 power, 4 apr, light element)5.0 T3 staff 1H weapon Reqs Mag 24 [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Spell.crit +3% Crit.mult +10.00% Spell.pwr +9 (+9 eff.) Dmg.mod +20% light +3% darkness Res.pen +20% fire ----- def ----- Defense +15 (+5 eff.) Die.at -60.00 life ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff of channeling (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +20 (+16 eff.) Dmg.mod +20% darkness ---------- misc Mana/turn +0.25 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 25 cooldown Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff of greater warding (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+9 eff.) Dmg.mod +20% blight ----- def ----- Armour +7 Defense +7 (+2 eff.) ---------- misc Wards +3 blight Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Islylerin (22-30 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Master Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +8 mind On Crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Cun dps ---------- Phys.crit +8.0% Phys.pwr +8 (+3 eff.) Res.pen +10% mind ---------- misc Equi/ret +0.08 Psi/ret +0.20 Max.psi +20.00 One-handed war axes. |
chilling dwarven-steel waraxe of massacre (24-33 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane/Master Power 23.5 - 32.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +9 cold One-handed war axes. |
steel waraxe (14-19 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
cleansing hardened leather belt of transcendence1.0 T3 belt armor [Ego] Disrupt/Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Resists +7% acid +6% blight Phys.save +8 (+4 eff.) A belt that goes around your waist. |
hardened leather belt 'Sulfurwasp'1.0 T3 belt armor [Rare] Psionic While equipped: Stats +6 Con +2 Mag dps ---------- Mind.pwr +8 (+4 eff.) ----- def ----- Resists +3% nature Phys.save +6 (+3 eff.) ---------- misc Hate/m.crit +5.00 Max.psi +20.00 A belt that goes around your waist. |
hardened leather belt of transcendence1.0 T3 belt armor [Ego] Psionic While equipped: dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Phys.save +8 (+4 eff.) A belt that goes around your waist. |
insulating hardened leather belt of the mystic1.0 T3 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +2 (+2 eff.) ----- def ----- Resists +5% fire +8% cold Mind.save +7 (+3 eff.) A belt that goes around your waist. |
rough leather belt 'Lisalebeth'1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Str +1 Dex +3 Con dps ---------- Mind.pwr +4 (+2 eff.) On Hit (Melee): * 10% chance to reduce armor by 13% ----- def ----- Crit.chn- 15.00% Mind.save +6 (+3 eff.) A belt that goes around your waist. |
Bleaknail the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +3% acid +3% fire +18% darkness Res.pen +15% acid ----- def ----- Defense +2 (+1 eff.) Resists +12% acid Phys.save +8 (+4 eff.) Max.HP +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xerenne the Radiancebile (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil dps ---------- Dmg.mod +12% mind +6% fire Res.pen +5% light Melee Ret 2 mind 4 light ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal cashmere cloak of mindcraft (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +5% ----- def ----- Defense +2 (+1 eff.) Mind.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brightreaper (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% fire +3% light +15% cold Melee Ret 8 light ----- def ----- Resists +9% light +6% fire +22% cold +6% mind +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.crit +2% Spell.pwr +2 (+2 eff.) Dmg.mod +5% arcane +5% temporal ----- def ----- Resists +9% all ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Faligofang the Starbolt (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Mov.spd +25% Res.pen +15% arcane Apr +2 ----- def ----- Armour +1 Resists +3% light +1% physical Phys.save +3 (+2 eff.) Die.at -20.00 life A pair of boots made of leather. |
pair of hardened leather boots 'Infernoriver' (0 def, 7 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Dex +5 Con dps ---------- Dmg.mod +24% fire Res.pen +10% lightning ----- def ----- Armour +7 Resists +6% fire ---------- misc Infravis +2 A pair of boots made of leather. |
pair of hardened leather boots 'Satyrworm' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Lck +5 Dex dps ---------- Dmg.mod +3% nature Melee Ret 4 nature ----- def ----- Armour +3 Resists +20% blight +3% temporal +6% darkness Stealth +8 A pair of boots made of leather. |
pair of iron boots 'Eilinoralaith' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +1 Cun dps ---------- Crit.mult +5.00% ----- def ----- Armour +3 Fatigue +2% Silence- +21% Confus- +22% Stun/Frz- +21% ---------- misc Equi/ret +0.04 Hate/m.crit +5.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restorative pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +3% HP.reg +3.00 Heal.mod +12% ---------- misc Stam/turn +0.50 Max.stam +19.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of dwarven-steel boots of speed (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Spell.pwr +9 (+9 eff.) Mov.spd +25% ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blighted dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Melee+ 7 blight Dmg.mod +5% blight ----- def ----- Armour +2 Fatigue +3% Resists +6% blight Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +7 blight On Hit: 20% Soul Rot 3 Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +2 Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 arcane On Crit.r2 +7 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand dwarven-steel gauntlets of strength (+2) (0 def, 8 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 7 physical Dmg.mod +6% physical ----- def ----- Armour +8 Fatigue +3% Unarmed combat: Power 25.0 - 35.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit.r1 +7 physical On Crit.r2 +7 physical On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
stone warden's iron gauntlets (0 def, 7 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +6 Con ----- def ----- Armour +7 Hardiness +5% Fatigue +1% Resists +5% physical Unarmed combat: Power 10.0 - 14.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit: 5% Stone Touch 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Bokumas the Glintclamor (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% fire ----- def ----- Defense +2 (+1 eff.) Resists +20% lightning +10% temporal +3% light +12% fire ---------- misc Light +3 A pointy cloth hat, very wizardly... |
Dazzlewolf the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light +6% mind Res.pen +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Armour +4 Fatigue +4% Resists +8% acid +8% fire +8% cold +15% mind +8% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hanolarab (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.pwr +30 (+10 eff.) Dmg.mod +13% fire Acc +10 (+3 eff.) Melee Ret 4 physical ----- def ----- Defense +2 (+1 eff.) Resists +2% physical +19% fire A pointy cloth hat, very wizardly... |
Maludrarig the Tundrastreak (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +3% cold Acc +5 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% cold ---------- misc Breathe water A cap made of leather. |
Sleetrot the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +12% cold Res.pen +10% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Armour +3 Fatigue +3% Resists +6% mind +6% cold A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Windtreason (2 def, 0 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Dmg.mod +3% nature On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +2 (+1 eff.) Resists +12% acid +12% light +3% lightning Phys.save +8 (+4 eff.) A pointy cloth hat, very wizardly... |
clarifying cashmere wizard hat of knowledge (2 def, 0 armour)2.0 T3 head armor [Ego+] Psionic While equipped: Stats +7 Cun +4 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Defense +2 (+1 eff.) Mind.save +7 (+3 eff.) A pointy cloth hat, very wizardly... |
eldritch cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: Stats +1 Mag +3 Con dps ---------- Spell.pwr +6 (+6 eff.) Dmg.mod +9% arcane ----- def ----- Defense +2 (+1 eff.) ---------- misc Mana/turn +0.80 Mana/ret +1.30 Max.mana +52.00 Arcane Eye: (Instant) Puts all charms on 9 cooldown Level 5.0 Pwr.cost 9 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
hardened leather cap of constitution (+6) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +6 Con ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
leafwalker's hardened leather cap of knowledge (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +5% nature Spell.save +5 (+2 eff.) Max.HP +45.00 Heal.mod +10% A cap made of leather. |
rough leather cap 'Ragarerab' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +5 Mag +2 Con dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal Die.at -20.00 life ---------- misc Stam/turn +2.00 A cap made of leather. |
stabilizing dwarven-steel helm of might (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% Phys.save +11 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren hardened leather cap of dexterity (+4) (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +4 Dex +4 Wil ----- def ----- Armour +3 Fatigue +3% Resists +7% blight Mind.save +7 (+3 eff.) A cap made of leather. |
Gyvena the iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Con dps ---------- Phys.crit +4.0% Crit.mult +5.00% Apr +2 ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Phys.save +9 (+5 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.50 Max.stam +10.00 A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of acid resistance (3 def, 15 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +15 Defense +3 (+1 eff.) Fatigue +12% Resists +20% acid A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of lightning resistance (3 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +13 Defense +3 (+1 eff.) Fatigue +12% Resists +19% lightning A suit of armour made of mail. |
impenetrable stralite mail armour of acid resistance (4 def, 13 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego] Master While equipped: ----- def ----- Armour +13 Defense +4 (+1 eff.) Fatigue +12% Resists +19% acid A suit of armour made of mail. |
radiant dwarven-steel mail armour of clarity (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Nature/Psionic While equipped: Stats +1 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +21% blight +16% darkness +6% mind Mind.save +15 (+7 eff.) ---------- misc Light +1 A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of Eyal (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Max.HP +23.00 HP.reg +5.90 Heal.mod +13% ---------- misc Stam/turn +1.10 A suit of armour made of mail. |
enlightening rough leather armour of lightning resistance (3 def, 2 armour)9.0 T1 light armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +16% lightning Mind.save +12 (+6 eff.) A suit of armour made of leather. |
hardened leather armour of Toknor (9 def, 6 armour)9.0 T3 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +11.00% Phys.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% A suit of armour made of leather. |
hardened leather armour of Toknor (9 def, 6 armour)9.0 T3 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% A suit of armour made of leather. |
marauder's hardened leather armour (13 def, 6 armour)9.0 T3 light armor [Ego+] Master While equipped: Stats +5 Str +5 Dex ----- def ----- Armour +6 Defense +13 (+4 eff.) Fatigue +8% Phys.save +8 (+4 eff.) A suit of armour made of leather. |
rejuvenating hardened leather armour of acid resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +18% acid HP.reg +4.30 ---------- misc Stam/turn +0.80 A suit of armour made of leather. |
troll-hide drakeskin leather armour (20 def, 8 armour)9.0 T5 light armor Reqs Str 20 [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% Max.HP +41.00 HP.reg +7.80 Heal.mod +13% A suit of armour made of leather. |
dwarven-steel plate armour 'Kindlewreck' (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Rare] Master While equipped: Stats +6 Str dps ---------- Dmg.mod +15% fire Res.pen +25% mind Melee Ret 10 nature ----- def ----- Armour +11 Fatigue +22% Resists +13% darkness +8% physical ---------- misc Light +1 Track: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 30/30. Range melee/personal 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 metal plates. |
rejuvenating dwarven-steel plate armour of the deep (0 def, 14 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego+] Nature While equipped: ----- def ----- Armour +14 Fatigue +22% Resists +7% acid +6% cold HP.reg +3.80 ---------- misc Stam/turn +1.40 Breathe water A suit of armour made of metal plates. |
steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Normal] While equipped: ----- def ----- Armour +9 Fatigue +22% A suit of armour made of metal plates. |
dwarven-steel shield 'Darkterror' (0 def, 6 armour, 32-38 power, 80 block)7.0 T3 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 31.5 - 37.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 While equipped: dps ---------- Dmg.mod +6% darkness +12% temporal On shield block: * Cause enemies within radius 6 to bleed for 178 physical damage over 5 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% Resists +18% fire +15% light +13% darkness Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Talents +1 Block Handheld deflection devices. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
237 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 66 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blazetreason the alchemist's lamp1.0 T3 lite [Random Unique] Nature/Disrupt While equipped: Stats +3 Con ----- def ----- Resists +9% lightning +3% temporal +8% blight +3% fire +12% acid +3% all Spell.save +10 (+5 eff.) Max.HP +40.00 HP.reg +7.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Magmaslicer the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +8 Str +2 Mag dps ---------- Dmg.mod +9% fire ----- def ----- Phys.save +5 (+3 eff.) Heal.mod +12% ---------- misc Light +3 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright alchemist's lamp of focus1.0 T3 lite [Ego] Master/Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +7% mind ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Layytira (15/15, 14-17 power, 5 apr)3.0 T1 shot ammo [Rare] Psionic Power 14.0 - 16.8 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +5 Crit +4.0% Capacity 15 Proj.spd +200% Ranged+ +20 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 128 physical damage While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
Nedelathanik the Cinderbait (27/37, 20-23 power, 2 apr)3.0 T2 shot ammo [Rare] Master Power 19.5 - 23.4 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 37 Ranged+ +4 fire On Hit.r1 +20 fire On Hit: * 20 arcane resource burn While equipped: ---------- misc Reload +3 Shots are used with slings to pummel your foes to death. |
pouch of steel shots 'Belulendil' (20/20, 32-38 power, 2 apr)3.0 T2 shot ammo [Rare] Master Power 32.0 - 38.4 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +9 Apr +2 Crit +4.5% Capacity 20 Proj.spd +200% Phasing +20% While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of dwarven-steel shots of crippling (16/16, 34-41 power, 3 apr)3.0 T3 shot ammo [Ego++] Master/Psionic Power 34.5 - 41.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +12.0% Capacity 16 Ranged+ +11 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 128 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
cleansing yew wand of conjuration [power 210] (8/13 cooldown)2.0 T3 wand charm [Ego] Arcane Fire a magical bolt dealing 210 lightning damage Puts all charms on 13 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Davo the Dwarf Skirmisher level 11
13rd Profit 122nd year of Ascendancy at 03:59 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Davo the Dwarf Skirmisher level 10
31st Voratun 122nd year of Ascendancy at 03:01 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Davo the Dwarf Skirmisher level 20
21st Loss 122nd year of Ascendancy at 02:36 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Davo the Dwarf Skirmisher level 20
1st Shortage 122nd year of Ascendancy at 11:37 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Davo the Dwarf Skirmisher level 6
18th Voratun 122nd year of Ascendancy at 16:03 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Davo the Dwarf Skirmisher level 23
23rd Iron 123rd year of Ascendancy at 14:39 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Davo the Dwarf Skirmisher level 10
1st Acquisition 122nd year of Ascendancy at 03:33 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Davo the Dwarf Skirmisher level 15
38th Profit 122nd year of Ascendancy at 07:39 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Davo the Dwarf Skirmisher level 16
44th Profit 122nd year of Ascendancy at 03:53 see stats
Log
Davo's Shoot hits Bloated ooze for 6 fire, 10 darkness (16 total damage).
Davo's Shoot hits Velogalevea the black ooze for 74 physical, 6 cold, 4 mind, 8 fire, 3 fire, 3 darkness, 8 cold (106 total damage).
Davo's Shoot hits Bloated ooze for 5 fire, 10 darkness, 11 cold (26 total damage).
Davo's Shoot killed Bloated ooze!
Davo's Shoot killed Bloated ooze!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Velogalevea the black ooze shares damage with his oozes!
Deadly Poison from Davo hits Velogalevea the black ooze for 15 nature damage.
Deadly Poison from Davo hits Slimy ooze for 34 nature damage.
Slimy ooze fails to use Slime Spit.
Poison from Velogalevea the black ooze hits Davo for (25 flat reduction), 69 nature (69 total damage).
Davo instinctively hardens his skin and ignores the attack!
Davo repels an attack from Velogalevea the black ooze.
Velogalevea the black ooze hits Davo for (25 flat reduction), 22 nature, (3 flat reduction), 0 physical (22 total damage).
Davo shoots!
Velogalevea the black ooze shares damage with his oozes!
Davo's Shoot hits Bloated ooze for 6 fire damage.
Davo's Shoot hits Bloated ooze for 10 darkness, 11 cold (21 total damage).
Davo's Shoot hits Velogalevea the black ooze for 36 physical, 6 cold, 3 mind, 6 fire, 3 fire, 4 darkness, 8 cold (66 total damage).
Davo's Shoot hits Bloated ooze for 5 fire, 10 darkness, 11 cold (26 total damage).
Davo's Shoot killed Bloated ooze!
Davo's Shoot killed Bloated ooze!
Velogalevea the Black Ooze's mucus ooze uses Slime Spit.
Velogalevea the Black Ooze's mucus ooze hits Davo for (25 flat reduction), 16 nature (16 total damage).
Davo the level 23 dwarf skirmisher was splurged to death by a Velogalevea the Black Ooze's mucus ooze on level 1 of Sandworm lair.








































































































































