









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Zephyr 1.5.5 Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Tough Melinda 1.5.0This mod give 1000 more hp to Melinda and increase is regeneration of 100 (140 with modificator) Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.5This 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 Crystalist 1.5.5 Store Restocker 1.5.5 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Deathknight |
| Level / Exp | 33 / 58% |
| Size | medium |
| Lifes / Deaths | Killed by Emassra the orc master wyrmic at level 33 on the 1st Flare 123rd year of Ascendancy at 16:50 / 1 |
Primary Stats
| Strength | 71 (base 60) |
| Dexterity | 13 (base 10) |
| Constitution | 26 (base 22) |
| Magic | 69 (base 60) |
| Willpower | 13 (base 10) |
| Cunning | 22 (base 10) |
Resources
| Life | -256/959 |
| Mana | 94/367 |
| Positive | 0/126 |
| Soul | 13/13 |
| Healing Factor | 1.6864489795918 |
| Regeneration | 28.922599999999 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -80% |
| Spell | 0% |
| Global | +75.993616536211% |
Vision
| Sight | 11 |
| Lite | 6 |
| Infravision | 6 |
| See Stealth | 22.531537443297 |
| See Invisible | 22.531537443297 |
Offense: Mainhand
| Damage | 139 |
| Accuracy | 30 |
| Crit Chance | 10% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +6% |
| Darkness | +25% |
| Cold | +10% |
| All | 0% |
Offense: Damage Penetration
| Physical | +4% |
| All | -20% |
Defense: Base
| Armour (hardiness) | 61.062037804251 (84.102564102564%) |
| Defense | 6 |
| Ranged Defense | 6 |
| Fatigue | 25 |
| Physical Save | 52 |
| Spell Save | 34 |
| Mental Save | 24 |
Defense: Resistances
| Darkness | -6%( 70%) |
| Physical | -10%( 70%) |
| Lightning | + 4%( 70%) |
| Arcane | -9%( 70%) |
| Cold | -6%( 70%) |
| All | -17%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Bleed Resistance | 25% |
| Poison Resistance | 25% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 15% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 73 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 980% for 10 turns and instantly restoring 49 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 295 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Dread | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Spell / Desecration | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Spell / Necrotic might | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Spell / Soul | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Dusk | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Undeath | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Reaping | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Soulforge | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Effects
| talent | Chant of Fortress |
| beneficial effect | Prevents the target from dying until they fall below -80 life. Soul Fragment |
| detrimental effect | Zone-wide effect: +20 mindpower, +2 life regen, -1 equilibrium per turn, -20% resistance penetration. Natural Aura |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The target is under a malign influence. All resists have been lowered by 25%. Maligned |
| detrimental effect | The target is disabled, reducing movement speed by 30% and accuracy by 24. Disable |
| beneficial effect | A flow of life spins around the target, regenerating 11.50 life per turn. Regeneration |
| beneficial effect | Deals 50.73 cold damage on hit and has 12% increased lifesteal. Hungering Blade |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 10. Illness |
| beneficial effect | The target is filled with necrotic energy, increasing healing by 10%. Undying |
| beneficial effect | Increases the effectiveness of all healing the target receives by 10%. Empowered Healing |
| detrimental effect | Reduces global action speed by 32%. Slow |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
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. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Dreadfell. Escort: lost anorithil (level 4 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by forest wight. Escort: repented thief (level 6 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Magic by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 276. | 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed pouch of luminous horror dust. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed skeleton mage skull. * You've found the needed green worm. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed storm wyrm claw. * You've found the needed bear paw. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal 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
| On feet | dreamer's pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 T3 feet armor [Ego++] Master/Psionic While equipped: Stats +3 Str +2 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +7 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +9 (+5 eff.) Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +45.00 ---------- 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 | Runahek the Duskmistress (0 def, 10 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +6 Dex +2 Con dps ---------- Dmg.mod +15% darkness +6% physical Apr +3 ----- def ----- Armour +10 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | crystalomancer's dwarven-steel pickaxe (dig speed 28 turns)3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str +2 Mag dps ---------- Spell.crit +7% ---------- misc Max.mana +28.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | stralite ring of life0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +69.00 HP.reg +0.90 Heal.mod +18% Rings can have magical properties. |
| On fingers | Ring of the Archlich0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+3 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+4 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
| Around waist | hardened leather belt 'Ce'Noriabeth'1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +10% physical Acc +4 (+2 eff.) Melee Ret 16 physical ----- def ----- Die.at -40.00 life Max.HP +20.00 HP.reg +2.10 Heal.mod +18% ---------- misc Stam/turn +1.00 A belt that goes around your waist. |
| In main hand | truestriking stralite greatmaul (168% power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego+] Master Power 169% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Res.pen +14% physical Acc +12 (+6 eff.) Apr +9 Massive two-handed mauls. |
| On hands | hardened leather gloves 'Ulfuhad' (0 def, 2 armour)1.0 T3 hands armor [Rare] Master While equipped: Stats +4 Str +6 Dex +2 Wil +12 Cun +4 Con dps ---------- Acc +7 (+3 eff.) Apr +7 ----- def ----- Armour +2 Crit.dmg- 10.00% Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | dwarven-steel mail armour 'Brenusta' (3 def, 22 armour)14.0 T3 heavy armor [Rare] Master While equipped: ----- def ----- Armour +22 Defense +3 (+3 eff.) Fatigue +16% Resists +18% lightning Phys.save +30 (+9 eff.) Max.HP +20.00 HP.reg +0.40 A suit of armour made of mail. |
| Cloak | resilient cashmere cloak of implacability (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +2 (+2 eff.) Phys.save +10 (+3 eff.) Mind.save +8 (+4 eff.) Die.at -50.00 life Max.HP +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. 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. |
Inventory
heroism infusion (+5 for 10 turns, die at -100)0.1 T3 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 increase three of your primary stats by 5 for 10 turns. While Heroism is active, you will only die when reaching -100 life. It will always increase your three highest stats. 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 ability. |
heroism infusion of the psychic (+8 for 9 turns, die at -182)0.1 T3 infusion scroll [Ego] 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 increase three of your primary stats by 8 for 9 turns. While Heroism is active, you will only die when reaching -182 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (518% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 518% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 233 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 233 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 471 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 471 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 353 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 353 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 19%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 20 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 19% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 19%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (202.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 80.80 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the warrior (51 cold damage; freeze 3 turns with power 55)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 50.69 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 55 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the warrior (range 10)0.1 T4 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 10. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the wizard (100 fire damage)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 100.08 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the psychic (power 9 for 6 turns)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 9) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the titan (52 lightning damage)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 17.31 to 51.92 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (600% regen over 10 turns; 30 instant mana)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 11; power 32; dur 3)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 389 for 5 turns)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 389 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 301 for 3 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 301 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 75)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 75 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 10; dur 19; see demon)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 15) for 19 turns. Your mind will become more receptive for 19 turns, allowing you to sense any demon around. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Fatigue -20% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Relgogas the stralite amulet0.1 T4 amulet jewelry [Random Unique] Nature While equipped: Stats +11 Dex +2 Cun +2 Con ----- def ----- Resists +18% cold +18% mind +14% fire Confus- +29% ---------- misc See.Invis +9 Amulets can have magical properties. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
wanderer's gold amulet of perfection (0.21 Spell / Squire,0.21 Spell / Desecration)0.1 T3 amulet jewelry [Ego++] Master While equipped: Stats +5 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +0.60 ---------- misc Stam/turn +0.50 Masteries +0.21 Spell/Squire +0.21 Spell/Desecration Amulets can have magical properties. |
wanderer's steel amulet of manastreaming0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +2 Mag +4 Cun +4 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +0.40 ---------- misc Stam/turn +0.40 Mana/turn +0.10 Max.mana +21.00 Amulets can have magical properties. |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire +12% arcane +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Korekath0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +3 Str +4 Mag +2 Cun +7 Con ----- def ----- Resists +15% blight +6% nature Phys.save +10 (+3 eff.) Mind.save +20 (+10 eff.) ---------- misc Telepathy Demon/Minor Demon/Major Rings can have magical properties. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 3.66 cold and 3.52 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
gladiator's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Str +7 Con dps ---------- Phys.pwr +7 (+1 eff.) ----- def ----- Max.HP +60.00 HP.reg +0.50 Heal.mod +13% Rings can have magical properties. |
marksman's copper ring of the mountain (+11%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% physical Acc +6 (+3 eff.) ----- def ----- Resists +11% physical Rings can have magical properties. |
titan's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Phys.save +6 (+2 eff.) Rings can have magical properties. |
titan's copper ring of perseverance0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) HP.reg +1.00 Stun/Frz- +21% Rings can have magical properties. |
truestriking voratun battleaxe (170% power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Master Power 171% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +13% physical Acc +13 (+6 eff.) Apr +13 Massive two-handed battleaxes. |
Icy Kill (143% power, 10 apr)1.0 T4 dagger 1H weapon Reqs Dex 42 [Unique] Nature/Psionic Power 144% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Unstoppable Mauler (159% power, 15 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 160% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +15 Crit +3.0% Atk.spd 100% On Hit: 15% Sunder Armour 3 While equipped: dps ---------- Acc +20 (+8 eff.) ----- def ----- Pinning- +100% Knockbk- +100% Fearless Cleave: Level 3.0 Pwr.cost 18 out of 18/18. Range melee/personal Travel.spd instantaneous Description: Take a step toward your foes using the momentum to cleave all creatures in a 3 wide arc in front of you for 155% weapon damage. If you failed to move the damage is instead 78%. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
voratun greatmaul of corruption (181% power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego+] Arcane Power 182% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% On Hit: * 16% chance to inflict 15% damage reduction * 20% chance to curse the target Massive two-handed mauls. |
Chamiruivor the stralite greatsword (162% power, 3 apr)3.0 T4 greatsword 2H weapon [Random Unique] Disrupt/Master/Psionic Power 163% Range: 1.6x Uses 120% Str Dmg Acid Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Against +19% Unnatural On Crit.r2 +4 acid On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * wounds the target for 7 turns: 18 bleeding, 62% reduced healing While equipped: Stats +7 Wil dps ---------- Phys.crit +10.0% Phys.pwr +16 (+4 eff.) ----- def ----- Resists +12% acid +5% arcane +3% blight Spell.save +3 (+1 eff.) Massive two-handed swords. |
Colaryem (159% power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 160% Range: 1.6x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
acidic stralite greatsword of ruin (158% power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Arcane/Master Power 159% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +17 acid On Crit: * splashes the target with acid While equipped: dps ---------- Phys.crit +10.0% Crit.mult +14.00% Apr +13 Massive two-handed swords. |
inquisitor's stralite greatsword of crippling (158% power, 3 apr)3.0 T4 greatsword 2H weapon [Ego++] Disrupt/Master Power 159% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% On Hit: * 20 arcane resource burn On Crit: * cripple the target * burns latent spell energy While equipped: dps ---------- Phys.crit +13.0% Massive two-handed swords. |
Twilight's Edge (158% power, 7 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 158% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +12.0% Atk.spd 100% On Crit: * release a burst of light and dark damage (scales with Magic) While equipped: Stats +4 Str +4 Mag +4 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+4 eff.) Dmg.mod +18% darkness +18% light ---------- misc Light +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
creative pulsing mindstar of storms (107% power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature/Psionic This natural lightning should be returned to the wyrm. Power 107% Range: 1.1x Uses 45% Wil, 25% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Str +2 Dex +1 Mag +2 Wil +5 Cun +2 Con dps ---------- Mind.crit +4% Crit.mult +10.00% Mind.pwr +8 (+4 eff.) Dmg.mod +8% lightning Res.pen +4% lightning Melee Ret 6 lightning ----- def ----- Resists +5% lightning 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. |
harmonious pulsing mindstar of flames (108% power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature This natural fire should be returned to the wyrm. This harmonious mindstar will complement other natural mindstars. Power 108% Range: 1.1x Uses 45% Wil, 25% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) All.spd +3% Dmg.mod +4% nature +10% fire Res.pen +3% nature +9% fire Melee Ret 13 fire ----- def ----- Resists +6% nature +6% fire ---------- misc Equi/ret +1.50 Masteries +0.10 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. |
purifying pulsing mindstar (108% power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature/Disrupt This purifying mindstar will cleanse other mindstars. Power 108% Range: 1.1x Uses 45% Wil, 25% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) All.spd +0% Dmg.mod +4% arcane Res.pen +7% arcane On Melee Ret: * 10 arcane resource burn ----- def ----- Resists +5% arcane Destroy Magic: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: The target has a 8% chance (stacking to a maximum of 61%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. 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. |
Eilinumiwe the elven-wood magestaff (129% power, 5 apr, fire element)5.0 T4 staff 2H weapon [Rare] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +8 mind On Hit: * 40% chance to gain 10% of a turn (3/turn limit) * 40% chance to cause random gloom While equipped: dps ---------- Spell.crit +16% Spell.pwr +12 (+4 eff.) Dmg.mod +25% fire Melee Ret 20 mind ----- def ----- Resists +15% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood magestaff of power (129% power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +32.00% Spell.pwr +30 (+10 eff.) Melee+ 20 fire Dmg.mod +25% lightning ---------- misc See.Invis +14 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging elven-wood starstaff of wizardry (129% power, 5 apr, physical element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Wil +3 Mag dps ---------- Spell.crit +4% Spell.pwr +18 (+6 eff.) S.pwr/crit +8 Dmg.mod +25% physical ---------- misc Max.mana +56.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
acidic orite trident of evisceration (148% power, 13 apr)3.0 T4 trident 2H weapon [Ego+] Arcane/Master Power 148% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +13 Crit +3.5% Atk.spd 100% Melee+ +17 acid On Crit: * wounds the target for 7 turns: 14 bleeding, 55% reduced healing * splashes the target with acid While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +13 (+3 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
balanced orite trident of crippling (148% power, 13 apr)3.0 T4 trident 2H weapon [Ego+] Master Power 148% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +13 Crit +3.5% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +13.0% Acc +10 (+5 eff.) ----- def ----- Defense +13 (+13 eff.) Disarm- +48% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
balanced orite trident of shearing (150% power, 13 apr)3.0 T4 trident 2H weapon [Ego+] Master Power 151% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +13 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +13% physical Res.pen +19% physical Acc +17 (+7 eff.) Apr +13 ----- def ----- Defense +13 (+13 eff.) Disarm- +36% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
chilling orite trident of daylight (151% power, 13 apr)3.0 T4 trident 2H weapon [Ego] Arcane Power 152% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +13 Crit +3.5% Atk.spd 100% Melee+ +12 light +19 cold Against +30% Undead A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
elemental orite trident (150% power, 13 apr)3.0 T4 trident 2H weapon [Ego+] Arcane Power 150% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +13 Crit +3.5% Atk.spd 100% On Hit: * Random elemental explosion While equipped: dps ---------- Res.pen +21% acid +10% fire +16% cold +10% lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
flaming orite trident (152% power, 13 apr)3.0 T4 trident 2H weapon [Ego] Arcane Power 152% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +13 Crit +3.5% Atk.spd 100% On Hit.r1 +7 fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orite trident of crippling (150% power, 13 apr)3.0 T4 trident 2H weapon [Ego+] Master Power 151% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +13 Crit +3.5% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +13.0% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
quick orite trident of massacre (156% power, 13 apr)3.0 T4 trident 2H weapon [Ego+] Master Power 156% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +13 Crit +3.5% Atk.spd 111% While equipped: Stats +6 Dex dps ---------- Acc +19 (+8 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
warbringer's orite trident of amnesia (149% power, 13 apr)3.0 T4 trident 2H weapon [Ego++] Master/Psionic Power 149% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +13 Crit +3.5% Atk.spd 100% On Hit: * 25% chance to put talents on cooldown While equipped: Stats +6 Con dps ---------- Phys.pwr +13 (+3 eff.) Res.pen +13% physical ----- def ----- Disarm- +20% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
insidious stralite waraxe of ruin (136% power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Nature/Master Power 137% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +44 insidious poison While equipped: dps ---------- Phys.crit +9.0% Crit.mult +16.00% Apr +11 One-handed war axes. |
truestriking stralite waraxe of dampening (140% power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Disrupt/Master Power 140% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +9 (+4 eff.) Apr +10 ----- def ----- Resists +11% acid +11% fire +11% cold +11% lightning Spell.save +7 (+3 eff.) One-handed war axes. |
Cobraquake the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +7 Lck dps ---------- Dmg.mod +12% darkness Res.pen +10% darkness +20% nature Melee Ret 8 nature 12 darkness On Hit (Melee): * Slows global speed by 30% ----- def ----- Stealth +8 ---------- misc T.Disarm +13 Infravis +5 A belt that goes around your waist. |
Mighty Girdle1.0 T2 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. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +12 (+6 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
hardened leather belt of unlife1.0 T3 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +8% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
monstrous drakeskin leather belt of carrying1.0 T5 belt armor [Ego+] Arcane/Nature While equipped: Stats +3 Str +4 Con dps ---------- Phys.pwr +12 (+3 eff.) ----- def ----- Fatigue -5% Phys.save +8 (+2 eff.) ---------- misc Max.enc +38 Size +1 A belt that goes around your waist. |
spellcowled cashmere cloak of backstabbing (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Wil +2 Mag dps ---------- Crit.mult +17.00% Acc +10 (+5 eff.) Apr +9 ----- def ----- Defense +2 (+2 eff.) Spell.save +7 (+3 eff.) Stealth +8 ---------- misc Max.mana +49.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ichorsnake the elven-silk robe (5 def, 4 armour)2.0 T5 cloth armor [Rare] Disrupt While equipped: Stats +3 Str +2 Con dps ---------- Phys.crit +4.0% Res.pen +20% nature On Melee Ret: * Slows global speed by 6% * 9 arcane resource burn ----- def ----- Armour +4 Defense +5 (+5 eff.) Resists +2% physical Phys.save +6 (+2 eff.) Die.at -80.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's silk robe (3 def, 0 armour)2.0 T4 cloth armor [Ego+] Psionic While equipped: Stats +4 Cun dps ---------- Crit.mult +13.00% ----- def ----- Defense +3 (+3 eff.) ---------- misc Hate/m.crit +5.00 Psi/m.crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Fulonarivon (0 def, 9 armour)3.0 T3 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +10 (+2 eff.) Spell.pwr +4 (+2 eff.) Acc +4 (+2 eff.) Apr +5 ----- def ----- Armour +9 Fatigue +3% Die.at -40.00 life ---------- misc Stam/turn +0.40 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of drakeskin leather boots of uncanny dodging (6 def, 5 armour)2.0 T5 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +6 (+6 eff.) Rng.Def +6 (+6 eff.) Fatigue -2% Phys.save +9 (+3 eff.) ---------- misc Max.enc +29 A pair of boots made of leather. |
Cracklelore (5 def, 16 armour)14.0 T5 heavy armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Crit.mult +6.00% Acc +4 (+2 eff.) ----- def ----- Armour +16 Defense +5 (+5 eff.) Fatigue +16% Resists +6% lightning Phys.save +9 (+3 eff.) Max.HP +115.00 HP.reg +4.00 Heal.mod +25% A suit of armour made of mail. |
troll-hide hardened leather armour of the deep (3 def, 10 armour)9.0 T3 light armor [Ego++] Nature While equipped: ----- def ----- Armour +10 Defense +3 (+3 eff.) Fatigue +8% Resists +8% acid +8% cold Max.HP +39.00 HP.reg +5.30 Heal.mod +16% ---------- misc Breathe water A suit of armour made of leather. |
Isimina the stralite plate armour (7 def, 15 armour)17.0 T4 massive armor [Random Unique] Nature/Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% blight Res.pen +25% blight +15% mind Melee Ret 4 light 8 mind On Hit (Melee): * 20% chance to disease ----- def ----- Armour +15 Defense +7 (+7 eff.) Fatigue +26% Resists +12% acid +18% darkness +14% blight +9% cold +21% lightning ---------- misc Light +2 Breathe water A suit of armour made of metal plates. |
radiant stralite plate armour of fire resistance (7 def, 13 armour)17.0 T4 massive armor [Ego+] Nature/Master While equipped: Stats +4 Wil dps ---------- Melee Ret 4 light ----- def ----- Armour +13 Defense +7 (+7 eff.) Fatigue +26% Resists +15% blight +23% fire +18% darkness ---------- misc Light +1 A suit of armour made of metal plates. |
stralite plate armour (7 def, 13 armour)17.0 T4 massive armor [Normal] While equipped: ----- def ----- Armour +13 Defense +7 (+7 eff.) Fatigue +26% A suit of armour made of metal plates. |
Sanguine Shield (14 def, 4 armour, 100% power, 220 block)7.0 T4 shield armor [Unique] Master When used to Attack: Power 150% Range: 1.2x Uses 120% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +9.0% Block +220 HP.leech +8% While equipped: Stats +10 Con ----- def ----- Armour +4 Defense +14 (+14 eff.) Rng.Def +14 (+14 eff.) Fatigue +19% Resists +25% blight HP.reg +5.00 ---------- misc Talents +5 Block Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
corrosive voratun shield of crushing (12 def, 3 armour, 100% power, 199.5 block)7.0 T5 shield armor [Ego++] Arcane/Master When used to Attack: Power 184% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +5.0% Block +200 Melee+ +16 acid On Crit: * smash the target with your shield crippling them While equipped: Stats +3 Con dps ---------- Phys.crit +4.0% Phys.pwr +7 (+1 eff.) On Melee Ret: * 14% chance to corrode armour by 30% ----- def ----- Armour +3 Defense +12 (+12 eff.) Rng.Def +12 (+12 eff.) Fatigue +14% Resists +17% acid ---------- misc Talents +5 Block Handheld deflection devices. |
icy stralite shield of fire resistance (+19%) (10 def, 2 armour, 100% power, 139 block)7.0 T4 shield armor [Ego] Nature/Master When used to Attack: Power 161% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +4.5% Block +139 Melee+ +18 cold While equipped: dps ---------- Melee+ 8 cold Melee Ret 13 ice ----- def ----- Armour +2 Defense +10 (+10 eff.) Rng.Def +10 (+10 eff.) Fatigue +14% Resists +19% fire ---------- misc Talents +4 Block Handheld deflection devices. |
inquisitor's quiver of elven-wood arrows (21/21, 153% power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Ego+] Disrupt Power 154% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 21 Ranged+ +20 manaburn arcane On Crit: * burns latent spell energy Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows of warping (21/21, 164% power, 18 apr)3.0 T5 arrow ammo Reqs Dex 48 [Ego+] Power 164% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit / acc Apr +18 Crit +3.0% Capacity 21 Ranged+ +11 physical +14 temporal On Hit: * 10% chance to stun, blind, pin, or confuse the target Arrows are used with bows to pierce your foes to death. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
10 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 Secondary Damage Type: Acid + Disarm for 2 turns Gems can be sold for money or used in arcane rituals. |
5 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 Secondary Damage Type: Acid + Disarm for 2 turns Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
5 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 Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
5 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 Secondary Damage Type: Nature + slow by 40% for 5 turns Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Secondary Damage Type: Nature + slow by 40% for 5 turns Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Secondary Damage Type: Nature + slow by 40% for 5 turns Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+5 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 49.50 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 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. |
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 Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Secondary Damage Type: Burning Shock (stun) for 5 turns Gems can be sold for money or used in arcane rituals. |
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 Secondary Damage Type: Burning Shock (stun) for 5 turns Gems can be sold for money or used in arcane rituals. |
8 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 Secondary Damage Type: Burning Shock (stun) for 5 turns Gems can be sold for money or used in arcane rituals. |
2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Secondary Damage Type: Burning Shock (stun) for 5 turns Gems can be sold for money or used in arcane rituals. |
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. |
Rod of Spydric Poison (3/3)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 190.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
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. |
pouch of stralite shots of crippling (19/19, 153% power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Ego+] Master Power 154% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +5 Crit +15.5% Capacity 19 On Crit: * cripple the target Shots are used with slings to pummel your foes to death. |
pouch of voratun shots 'Chamyvon' (22/22, 181% power, 9 apr)3.0 T5 shot ammo Reqs Dex 48 [Random Unique] Arcane/Master/Psionic Power 181% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +9 Crit +7.0% Capacity 22 Rld cld 6 Ranged+ +13 lightning +14 mind On Hit.r1 +12 physical On Hit: * 19% chance to cause random gloom * 25% chance for lightning to arc to a second target While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
warded stralite torque of mindblast [power 249] (6 cooldown)2.0 T4 torque charm [Ego+] Psionic While equipped: ---------- misc Wards +2 physical +3 mind +2 darkness Talents +1 Ward Fire a blast of psionic energies in a range 6 beam dealing 49.80 to 99.60 mind damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
natural elven-wood totem of thorny skin [power 55] (20 cooldown)2.0 T4 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 55 and armour hardiness by 60% Puts all charms on 20 cooldown 100% to regenerate 10 equilibrium. Natural totems are made by powerful wilders to store nature power. |
7 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 Secondary Damage Type: Arcane + silence for 5 turns Gems can be sold for money or used in arcane rituals. |
Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+7 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 36 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
void dragonbone wand of clairvoyance [power 13] (6 cooldown)2.0 T5 wand charm [Ego+] Arcane While equipped: ---------- misc Talents +3 Void Blast Reveal the area around you, dispelling darkness (radius 13, power 76 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 Secondary Damage Type: Light + blind for 5 turns The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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 Secondary Damage Type: Cold + Freeze for 5 turns Gems can be sold for money or used in arcane rituals. |
6 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Secondary Damage Type: Cold + Freeze for 5 turns 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 Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
9 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 Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Rizwell the Higher Deathknight level 29
72nd Regrowth 123rd year of Ascendancy at 12:14 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Rizwell the Higher Deathknight level 19
8th Decay 122nd year of Ascendancy at 15:47 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Rizwell the Higher Deathknight level 29
69th Regrowth 123rd year of Ascendancy at 20:58 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Rizwell the Higher Deathknight level 32
37th Pyre 123rd year of Ascendancy at 19:10 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Rizwell the Higher Deathknight level 31
27th Pyre 123rd year of Ascendancy at 20:09 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Rizwell the Higher Deathknight level 26
63rd Regrowth 123rd year of Ascendancy at 01:59 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Rizwell the Higher Deathknight level 12
1st Haze 122nd year of Ascendancy at 03:48 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Rizwell the Higher Deathknight level 30
80th Regrowth 123rd year of Ascendancy at 20:49 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Rizwell the Higher Deathknight level 17
3rd Decay 122nd year of Ascendancy at 15:00 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Rizwell the Higher Deathknight level 22
20th Regrowth 123rd year of Ascendancy at 07:34 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Rizwell the Higher Deathknight level 19
8th Decay 122nd year of Ascendancy at 15:21 see stats
Level 10 (Roguelike)
Got a character to level 10.By Rizwell the Higher Deathknight level 10
5th Flare 122nd year of Ascendancy at 05:42 see stats
Level 20 (Roguelike)
Got a character to level 20.By Rizwell the Higher Deathknight level 20
2nd Allure 123rd year of Ascendancy at 15:46 see stats
Level 30 (Roguelike)
Got a character to level 30.By Rizwell the Higher Deathknight level 30
76th Regrowth 123rd year of Ascendancy at 21:43 see stats
Merry wintertide! (Roguelike)
Finish the Santascape event and free the little helper elves.By Rizwell the Higher Deathknight level 24
37th Regrowth 123rd year of Ascendancy at 04:30 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Rizwell the Higher Deathknight level 17
66th Haze 122nd year of Ascendancy at 05:23 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Rizwell the Higher Deathknight level 21
8th Allure 123rd year of Ascendancy at 22:18 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Rizwell the Higher Deathknight level 31
21st Pyre 123rd year of Ascendancy at 14:37 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By Rizwell the Higher Deathknight level 25
59th Regrowth 123rd year of Ascendancy at 22:17 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Rizwell the Higher Deathknight level 10
6th Flare 122nd year of Ascendancy at 16:45 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Rizwell the Higher Deathknight level 19
8th Decay 122nd year of Ascendancy at 15:47 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Rizwell the Higher Deathknight level 21
10th Allure 123rd year of Ascendancy at 09:39 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Rizwell the Higher Deathknight level 10
8th Flare 122nd year of Ascendancy at 10:37 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By Rizwell the Higher Deathknight level 19
2nd Allure 123rd year of Ascendancy at 09:12 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Rizwell the Higher Deathknight level 21
9th Allure 123rd year of Ascendancy at 20:38 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Rizwell the Higher Deathknight level 23
20th Regrowth 123rd year of Ascendancy at 16:46 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Rizwell the Higher Deathknight level 28
69th Regrowth 123rd year of Ascendancy at 14:39 see stats
Log
Aeredheta the orc summoner uses Blinding Powder.
Emassra the orc master wyrmic loses sight!
Emassra the orc master wyrmic is disabled.
Rizwell loses sight!
Rizwell is disabled.
Aeredheta the orc summoner hits Emassra the orc master wyrmic for damage.
Aeredheta the orc summoner hits Rizwell for damage.
--------------------------------
Something hits Rizwell for 29 cold damage.
Rizwell hits Something for 162 physical, 49 darkness (212 total damage).
Hungering Blade hits Rizwell for 31 healing, 9 healing, 9 healing (0 total damage) [49 healing].
Rizwell resists the knockback!
Rizwell shrugs off the effect 'Weakness Disease'!
Rizwell is stunned!
Something hits Rizwell for 91 physical, 15 physical, 17 physical (123 total damage).
Something hits Rizwell for 125 physical, 18 lightning (144 total damage).
Something hits Rizwell for 6 physical damage.
Something hits Rizwell for 1 physical damage.
Rizwell hits Something for 17 physical damage.
Rizwell hits Something for 17 physical damage.
Rizwell hits Something for 14 physical, 14 physical, 14 physical (42 total damage).
Rizwell hits Something for 16 physical damage.
Hungering Blade hits Rizwell for 3 healing, 3 healing, 3 healing, 3 healing, 3 healing, 3 healing (0 total damage) [17 healing].
Rizwell slows down.
Rizwell is afflicted by a crippling illness!
Something hits Rizwell for 83 physical, 13 blight, 13 nature (109 total damage).
Rizwell resists the punch!
Something hits Rizwell for 105 lightning, 136 physical (240 total damage).
Saving game...



































































































