











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | cauterize counter 1.2.5Shows a count of spells cast and damage taken in the Cauterize prodigy display Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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.
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
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:
Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Summoner |
| Level / Exp | 26 / 92% |
| Size | medium |
| Lifes / Deaths | Killed by Gladalaith the ghoulish rat at level 26 on the 19th Regrowth 123rd year of Ascendancy at 17:15 / 1 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 33 (base 21) |
| Constitution | 23 (base 13) |
| Magic | 17 (base 10) |
| Willpower | 49 (base 45) |
| Cunning | 60 (base 51) |
Resources
| Life | -81/606 |
| Equilibrium | 104 |
| Psi | 130/139 |
| Healing Factor | 1.3099022211821 |
| Regeneration | 5.5670844400239 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +105% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 42.375715479246 |
| See Invisible | 47.375715479246 |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 41 |
| Crit Chance | 26% |
| APR | 23 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 31 |
| Accuracy | 41 |
| Crit Chance | 26% |
| APR | 23 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +8% |
| Physical | +24% |
| Cold | +15% |
| All | 0% |
| Darkness | +24% |
| Light | +3% |
| Temporal | +3% |
| Fire | +20% |
| Nature | +14% |
Offense: Damage Penetration
| Lightning | +30% |
| Light | +30% |
| Physical | +31% |
| Fire | +35% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 18 (35.65183292883%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 19 |
| Spell Save | 21 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 60%( 70%) |
| Blight | + 22%( 70%) |
| Physical | + 35%( 70%) |
| Cold | + 31%( 70%) |
| All | + 17%( 70%) |
| Lightning | + 37%( 70%) |
| Light | + 22%( 70%) |
| Temporal | + 28%( 70%) |
| Mind | + 19%( 70%) |
| Darkness | + 38%( 70%) |
| Fire | + 53%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Teleport Resistance | 10% |
| Silence Resistance | 43% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 52% |
| Knockback Resistance | 20% |
| Stun Resistance | 100% |
| Poison Resistance | 20% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| 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 163 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| 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 44 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 415 damage for 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 547% 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. |
Class Talents
| Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Summoning (advanced) | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Harmony | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
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 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 gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Aruda the wolf. Escort: repented thief (level 4 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Mind Sear (+1 level(s)). | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * '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 bear paw. | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | Lustrerazor the pair of rough leather boots (0 def, 1 armour) =undetg=2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% light Res.pen +5% light On Hit (Melee): * 20% chance to reduce armor by 20% ----- def ----- Armour +1 Resists +6% blight Silence- +23% Confus- +22% Stun/Frz- +21% A pair of boots made of leather. |
| Light source | brass lantern 'Vorutha'2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +3% physical ----- def ----- Mind.save +6 (+3 eff.) Die.at -80.00 life Max.HP +20.00 Confus- +20% ---------- misc Light +3 See.Stealth +6 See.Invis +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 | iron helm 'Nightpierce' (0 def, 3 armour) =10 stun 10 oop=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Dmg.mod +9% darkness Apr +5 ----- def ----- Armour +3 Fatigue +5% Resists +6% nature Mind.save +3 (+1 eff.) Heal.mod +15% Stun/Frz- +10% Def/telep +10 Res/telep +10% Dur/telep +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Yvorin the hardened leather gloves (0 def, 6 armour)1.0 T2 hands armor [Rare] Master While equipped: ----- def ----- Armour +6 Resists +18% acid +9% fire +6% darkness Mind.save +7 (+3 eff.) Max.HP +58.00 Heal.mod +5% Silence- +20% Teleport- +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | iron pickaxe 'Huroyon' (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Mag +6 Con ----- def ----- Resists +3% lightning +9% fire Max.HP +23.00 Knockbk- +20% ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gold quartz ring0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Str +6 Dex +6 Cun dps ---------- Dmg.mod +15% darkness +3% temporal Acc +8 (+4 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 23% ----- def ----- Armour +8 Resists +22% acid +6% darkness +14% fire +15% cold +21% lightning Stun/Frz- +30% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
| On fingers | Isath the Shockknave0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Mag +4 Wil +1 Cun dps ---------- Res.pen +5% lightning ----- def ----- Resists +3% mind HP.reg +2.00 Stun/Frz- +20% ---------- misc See.Invis +6 Rings make your fingers look great! |
| Around neck | Hohek =20 stun=0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex ----- def ----- Resists +6% light HP.reg +2.00 Blind- +10% Confus- +10% Stun/Frz- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Amulets make your neck look great! |
| In main hand | Eye of Summer (94% power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Fire Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
| Around waist | spiritwalker's rough leather belt of recklessness1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Mag dps ---------- Phys.crit +4.0% Crit.mult +5.00% Phys.pwr +3 (+1 eff.) ---------- misc Mana/turn +0.15 Max.mana +24.00 A belt that goes around your waist. |
| In off hand | Kinetic Focus (88% power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 89% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Physical Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+3 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
| Cloak | cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +14% darkness +13% temporal Def/telep +15 Res/telep +12% Dur/telep +16% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | verdant cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane/Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +8% acid +11% physical +10% fire +14% nature +15% cold ----- def ----- Resists +12% acid +12% physical +11% fire +12% cold +11% all Poison- +20% Disease- +22% ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the warrior (heal 72; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 72 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 91; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 91 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 17%; magical; dur 2; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 17% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 15%; magical; dur 4; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; mental; dur 3; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 29%; mental; dur 2; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 29% for 2 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 nature talent. |
acid wave rune (damage 96; dur 4; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 96.12 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the duelist (damage 142; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 142.13 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 55; dur 4; cd 18)0.1 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to direct a cone of chilling stormwind doing 55.20 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 5; phase 17; cd 11)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 50; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed 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 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 52; dur 5; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 52 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 279; dur 5; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 279 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Arogofang the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Melee Ret 4 mind ----- def ----- Resists +6% blight +2% physical +11% mind Die.at -20.00 life Confus- +21% Amulets make your neck look great! |
gold amulet 'Shockward'0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +3 Dex +5 Cun +4 Con dps ---------- Mov.spd +10% Res.pen +5% lightning +5% mind Melee Ret 4 mind 10 lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Fatigue -6% Resists +3% light HP.reg +3.00 ---------- misc Stam/turn +0.60 Light +1 Amulets make your neck look great! |
restful gold amulet of manastreaming =4m=0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +4 Mag dps ---------- S.pwr/crit +3 ----- def ----- Fatigue -5% HP.reg +3.00 ---------- misc Mana/turn +0.19 Max.mana +23.00 Amulets make your neck look great! |
steel amulet 'Arydin' =9str=0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +9 Str +5 Con dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Armour +8 Resists +5% arcane +9% lightning HP.reg +4.00 Amulets make your neck 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. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 16.69 cold and 18.00 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 36 power out of 60/60 This azure ring seems to be always moist to the touch. |
gold ring of luminosity0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 10 light Ranged+ 22 light Dmg.mod +11% light Rings make your fingers look great! |
gold ring of power0.1 T3 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +7 (+3 eff.) Spell.pwr +5 (+4 eff.) Mind.pwr +8 (+3 eff.) Rings make your fingers look great! |
marksman's copper ring of light (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% light Acc +6 (+3 eff.) ----- def ----- Resists +20% light Rings make your fingers look great! |
rogue's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Mind.save +5 (+2 eff.) Confus- +20% Rings make your fingers look great! |
steel ring 'Flarekiss' =stat=0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +5 Cun +6 Con dps ---------- Phys.pwr +7 (+3 eff.) Mind.pwr +20 (+7 eff.) Dmg.mod +15% fire Melee Ret 4 mind ----- def ----- Resists +6% acid ---------- misc Equi/ret +0.08 Rings make your fingers look great! |
steel ring of life0.1 T2 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +59.00 HP.reg +7.00 Heal.mod +12% Rings make your fingers look great! |
stralite ring 'Tular'0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +8 Str +7 Con dps ---------- Phys.crit +3.0% Phys.pwr +10 (+5 eff.) Dmg.mod +14% cold Res.pen +10% mind ----- def ----- Fatigue -6% Resists +28% cold ---------- misc Max.enc +27 Stam/turn +3.00 Rings make your fingers look great! |
titan's copper ring of clarity0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Mind.save +6 (+3 eff.) Confus- +22% Rings make your fingers look great! |
warrior's gold ring of the mountain (+11%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +11% physical ----- def ----- Armour +8 Resists +11% physical Rings make your fingers look great! |
Glerewen the steel battleaxe (143% power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Rare] Master Power 144% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Resists +3% acid +3% temporal +12% mind +9% blight Spell.save +12 (+6 eff.) Massive two-handed battleaxes. |
hateful stralite battleaxe of the mystic (154% power, 3 apr)3.0 T4 battleaxe 2H weapon Reqs Str 35 [Ego] Arcane/Psionic Power 155% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +14 darkness Against +12% Living While equipped: Stats +6 Mag +3 Wil dps ---------- Spell.pwr +13 (+8 eff.) Massive two-handed battleaxes. |
Lorurin (103% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 104% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: Stats +1 Cun +2 Str dps ---------- Crit.mult +5.00% Dmg.mod +18% physical Acc +5 (+2 eff.) ----- def ----- Defense +20 (+7 eff.) ---------- misc Stam/turn +1.00 Sharp, short and deadly. |
Sootfurnace the iron dagger (97% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 97% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +4 darkness On Crit.r2 +12 acid On Hit: * 20% chance to reduce damage dealt by 23% * 20% chance to reduce armor by 20% While equipped: Stats +2 Dex +6 Wil dps ---------- Phys.spd +10% Res.pen +5% darkness Acc +8 (+4 eff.) Melee Ret 2 darkness ----- def ----- Resists +9% darkness Sharp, short and deadly. |
Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+8 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Umbral Razor (129% power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 50% Dex, 15% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 12 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 71.24 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
truestriking iron dagger of dampening (101% power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Disrupt/Master Power 101% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Res.pen +6% physical Acc +7 (+3 eff.) Apr +7 ----- def ----- Resists +7% acid +8% lightning +8% fire +8% cold +2% all Spell.save +6 (+3 eff.) Sharp, short and deadly. |
iron greatmaul of projection (113% power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego+] Psionic Power 113% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed mauls. |
chilling voratun greatsword of daylight (175% power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego] Arcane Power 175% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +14 light +7 cold Against +12% Undead Massive two-handed swords. |
steel longsword 'Xara' (110% power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Rare] Master Power 110% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +6.0% Atk.spd 100% While equipped: Stats +3 Dex +2 Mag dps ---------- Phys.crit +8.0% Phys.spd +10% Acc +8 (+4 eff.) ----- def ----- Defense +15 (+5 eff.) Resists +6% mind Spell.save +6 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Sharp, long, and deadly. |
Uludor the Floepython (109% power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Rare] Psionic Power 109% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +2 Cun dps ---------- Mind.crit +2% Mind.pwr +10 (+4 eff.) Dmg.mod +6% mind +6% cold Melee Ret 6 cold ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Psi/ret +0.28 Blunt and deadly. |
caustic steel mace of massacre (124% power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Ego+] Nature/Master Power 124% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit.r2 +16 acid +6 nature While equipped: dps ---------- Res.pen +6% acid +6% nature Apr +7 Blunt and deadly. |
Emesevena (72% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Disrupt Power 72% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Hit: * 11 arcane resource burn While equipped: Stats +2 Dex dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee Ret 2 mind ----- def ----- Resists +3% arcane HP.reg +2.00 Cut- +10% Stun/Frz- +10% ---------- misc See.Invis +9 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. |
Arandil (109% power, 2 apr, temporal element)5.0 T1 staff 2H weapon [Rare] Arcane Power 109% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +6 Wil dps ---------- Spell.crit +1% Spell.pwr +6 (+4 eff.) Dmg.mod +14% temporal +15% arcane +15% mind ----- def ----- Resists +5% arcane ---------- misc Psi/ret +0.16 Max.hate +10.00 Max.psi +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Hathokath (138% power, 5 apr, temporal element)5.0 T4 staff 1H weapon Reqs Mag 35 [Random Unique] Arcane/Master Power 138% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +6 Mag dps ---------- Phys.crit +7.0% Spell.crit +7% Crit.mult +25.00% Phys.pwr +7 (+3 eff.) Spell.pwr +27 (+15 eff.) Melee+ 27 fire Dmg.mod +3% blight +31% temporal +12% arcane Acc +12 (+5 eff.) ---------- misc Max.P.En +5.00 Max.N.En +5.00 See.Invis +10 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Nikalthoneg (120% power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Random Unique] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Spell.crit +11% Spell.pwr +9 (+6 eff.) Dmg.mod +9% arcane +20% physical Res.pen +15% blight Melee Ret 2 arcane ----- def ----- Resists +10% physical Phys.save +5 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+3 eff.) ---------- misc Mana/turn +0.18 Max.mana +32.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Elytta' (122% power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Rare] Arcane Power 122% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +29 (+16 eff.) Dmg.mod +21% arcane Res.pen +10% blight Melee Ret 10 blight ----- def ----- Crit.chn- 15.00% ---------- misc Mana/turn +0.08 Vim/s.crit +2.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood starstaff of protection (129% power, 5 apr, darkness element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego++] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +23.00% Spell.pwr +18 (+10 eff.) Melee+ 15 fire Dmg.mod +25% darkness ----- def ----- Resists +12% darkness ---------- misc See.Invis +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steady dwarven-steel steamgun of acid4.0 T3 steamgun 1H weapon Reqs Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +5 acid Uses 2.0 Steam While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +11% acid Acc +6 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
chilling dwarven-steel steamsaw of evisceration (118% power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego+] Arcane/Master/Steamtech Power 119% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +47 Melee+ +11 cold On Crit: * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +9 (+4 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
truestriking dwarven-steel steamsaw of massacre (143% power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego+] Master/Steamtech Power 144% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +45 Uses 1.0 Steam While equipped: dps ---------- Res.pen +8% physical Acc +10 (+4 eff.) Apr +7 ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
River's Fury (125% power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 126% Range: 1.4x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+6 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+4 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 48 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 5.97 cold damage and 6.43 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Chamotir the Rimedeath (104% power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Psionic Power 105% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +16 light +16 cold On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +18% light ----- def ----- Resists +15% nature +9% cold One-handed war axes. |
Layana the rough leather belt =2s=1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +15 (+7 eff.) Acc +5 (+2 eff.) Apr +2 ----- def ----- Resists +6% fire +6% cold ---------- misc Hate/m.crit +1.00 Max.hate +2.00 A belt that goes around your waist. |
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. |
Prismbraze1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Cun +2 Wil dps ---------- Res.pen +10% light +10% mind ----- def ----- Resists +6% mind Mind.save +11 (+4 eff.) Max.HP +41.00 ---------- misc Max.hate +2.00 Max.psi +10.00 A belt that goes around your waist. |
rough leather belt 'Beteyanor'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +3 Dex +5 Con dps ---------- Spell.pwr +4 (+3 eff.) Melee Ret 2 arcane ----- def ----- Defense +5 (+2 eff.) Mind.save +6 (+3 eff.) A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Bokegar (1 def, 0 armour) =20stun=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Res.pen +10% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 10 ----- def ----- Defense +1 (+0 eff.) Resists +3% nature +6% light Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Oakseam (7 def, 8 armour) =6d=2.0 T1 cloak armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Res.pen +5% nature Melee Ret 2 cold ----- def ----- Armour +8 Defense +7 (+2 eff.) Phys.save +11 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil ----- def ----- Defense +1 (+0 eff.) Spell.save +7 (+4 eff.) ---------- misc Max.mana +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
mindwoven silk robe of darkness (+21%) (0 def, 0 armour)2.0 T4 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+2 eff.) Dmg.mod +14% darkness ----- def ----- Resists +21% darkness +13% all Mind.save +19 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's silk robe (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +2 Cun dps ---------- Spell.crit +7% Spell.pwr +6 (+4 eff.) Dmg.mod +12% light +12% darkness ----- def ----- Resists +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Emolratta the Infernoworm (0 def, 1 armour) =15 pen=2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Dmg.mod +3% acid Res.pen +15% fire ----- def ----- Armour +1 Resists +6% temporal +6% darkness +5% arcane Phys.save +11 (+6 eff.) Spell.save +3 (+2 eff.) Mind.save +11 (+4 eff.) A pair of boots made of leather. |
Shockrebel (20 def, 12 armour) =life armor def=3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning ----- def ----- Armour +12 Defense +20 (+7 eff.) Fatigue +3% Resists +5% lightning +11% temporal Die.at -60.00 life ---------- misc Equi/ret +0.04 Psi/ret +0.08 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blood-soaked pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+2 eff.) Apr +5 ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dreamer's pair of dwarven-steel boots of phasing (0 def, 4 armour) =3m=3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +5 Wil +3 Cun ----- def ----- Armour +4 Fatigue +3% Phys.save +7 (+4 eff.) Spell.save +7 (+4 eff.) Mind.save +5 (+2 eff.) Blink to a nearby random location (rad 8) Puts all charms on 15 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dreamer's pair of rough leather boots of disengagement (0 def, 1 armour)2.0 T1 feet armor [Ego++] Master/Psionic While equipped: Stats +3 Dex +3 Wil +5 Cun ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
restorative pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +3 HP.reg +4.00 Heal.mod +10% ---------- misc Stam/turn +0.50 Max.stam +17.00 A pair of boots made of leather. |
Aerima the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +7 Str dps ---------- Dmg.mod +15% mind +6% physical ----- def ----- Armour +2 Resists +6% blight +5% arcane HP.reg +3.20 ---------- misc Stam/turn +3.80 Psi/turn +0.21 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Mayumith the Kindleraptor (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Mag +5 Wil +2 Con dps ---------- Melee+ 8 darkness Dmg.mod +4% darkness ----- def ----- Armour +1 Fatigue +1% Resists +7% darkness +9% fire Crit.chn- 15.00% ---------- misc See.Invis +15 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Xerin (15 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +4 Cun +3 Dex dps ---------- Spell.crit +4% Dmg.mod +3% arcane Acc +6 (+3 eff.) Apr +6 ----- def ----- Armour +1 Defense +15 (+5 eff.) Resists +12% temporal +6% mind +3% physical Confus- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 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. |
alchemist's hardened leather gloves of spellstriking (0 def, 2 armour)1.0 T2 hands armor [Ego++] Arcane While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +7 (+5 eff.) Melee+ 5 acid 3 fire 5 cold 6 arcane 5 lightning Dmg.mod +4% arcane ----- def ----- Armour +2 Resists +5% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves of the starseeker (0 def, 7 armour)1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Mag ----- def ----- Armour +7 Resists +7% light +6% darkness Mind.save +14 (+5 eff.) Max.HP +57.00 ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 12 cooldown Level 1.0 Pwr.cost 12 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 42.70 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
psychic's dwarven-steel gauntlets of regeneration (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Nature/Psionic While equipped: dps ---------- Melee+ 7 mind Dmg.mod +4% mind ----- def ----- Armour +2 Fatigue +3% Resists +5% mind HP.reg +1.50 ---------- misc Stam/turn +0.40 Psi/turn +0.12 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
scouring hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt/Master While equipped: Stats +2 Dex dps ---------- Acc +12 (+5 eff.) On Melee Ret: * 20 arcane resource burn ----- def ----- Armour +2 Spell.save +11 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +6 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% ---------- misc Mana/turn +0.23 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Getidokalthokhad the Snowbraze (2 def, 4 armour) =6con=2.0 T3 head armor [Rare] Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +12% acid +6% cold Res.pen +10% mind Melee Ret 6 mind ----- def ----- Armour +4 Defense +2 (+1 eff.) Resists +18% acid ---------- misc Max.stam +20.00 A pointy cloth hat, very wizardly... |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
iron helm of dexterity (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Kilnmire' (1 def, 0 armour) =fire=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% fire +11% cold Res.pen +15% fire ----- def ----- Defense +1 (+0 eff.) Resists +22% cold Spell.save +9 (+5 eff.) Pinning- +10% Def/telep +5 Res/telep +5% Dur/telep +5% A pointy cloth hat, very wizardly... |
rough leather cap of blood magic (0 def, 1 armour)2.0 T1 head armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +2% Dmg.mod +7% blight +7% arcane ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
fortifying stralite mail armour of command (13 def, 13 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Master/Psionic While equipped: Stats +4 Str +2 Cun +3 Con ----- def ----- Armour +13 Defense +13 (+4 eff.) Fatigue +12% Mind.save +10 (+4 eff.) Max.HP +30.00 A suit of armour made of mail. |
prismatic stralite mail armour of spell shielding (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego] Arcane While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +14% light +13% darkness +7% arcane Spell.save +11 (+6 eff.) A suit of armour made of mail. |
radiant dwarven-steel mail armour of the deep (3 def, 11 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego++] Nature While equipped: Stats +3 Wil ----- def ----- Armour +11 Defense +3 (+1 eff.) Fatigue +12% Resists +14% blight +5% cold +10% darkness +8% acid ---------- misc Light +2 Breathe water A suit of armour made of mail. |
Daywarden (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +21% lightning Res.pen +25% light Melee Ret 4 temporal ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +18% lightning +15% temporal A suit of armour made of leather. |
duelist's rough leather armour of the hero (6 def, 5 armour)9.0 T1 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +3 Str +8 Dex +4 Mag +4 Wil +8 Cun ----- def ----- Armour +5 Defense +6 (+2 eff.) Fatigue +6% Max.HP +33.00 A suit of armour made of leather. |
nimble cured leather armour of acid resistance (11 def, 4 armour)9.0 T2 light armor [Ego+] Master While equipped: Stats +4 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +4 Defense +11 (+4 eff.) Fatigue +7% Resists +17% acid A suit of armour made of leather. |
prismatic reinforced leather armour of lightning resistance (12 def, 7 armour)9.0 T4 light armor Reqs Str 18 [Ego] Arcane/Master While equipped: ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +21% lightning +14% light +16% darkness A suit of armour made of leather. |
Xeressra (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Phys.crit +4.0% ----- def ----- Armour +9 Fatigue +22% Resists +14% darkness +6% cold +15% mind +14% light Max.HP +80.00 Disease- +20% A suit of armour made of metal plates. |
steel plate armour 'Shivervortex' (0 def, 11 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +15% mind Melee Ret 4 cold 6 temporal ----- def ----- Armour +11 Fatigue +22% Resists +7% acid +8% cold Mind.save +6 (+3 eff.) ---------- misc Equi/ret +0.12 Psi/ret +0.08 Hate/m.crit +3.00 Breathe water A suit of armour made of metal plates. |
stralite shield of winter (0 def, 8 armour, 142.5 block)7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil dps ---------- On shield block: * Deals 152 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +8 Fatigue +8% Resists +13% cold ---------- misc Talents +1 Block Handheld deflection devices. |
quiver of elven-wood arrows 'Lustrezephyr' (20/20, 167% power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Random Unique] Nature/Master/Psionic Power 167% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +22.5% Capacity 20 Proj.spd +200% Ranged+ +20 light +8 physical On Hit.r1 +20 light On Hit: * 20% chance to knock the target back 3 spaces and deal 178 physical damage * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 98 physical damage On Crit: * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
8 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. |
111 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. |
4 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) 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. |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 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. |
Infernojam the alchemist's lamp =fire but dead=1.0 T3 lite [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Spell.crit +5% Spell.pwr +3 (+3 eff.) Dmg.mod +18% fire Res.pen +10% all Apr +7 Melee Ret 6 fire ----- def ----- Resists +8% blight +7% darkness Mind.save +8 (+3 eff.) ---------- misc Light +6 Infravis +4 See.Stealth +8 See.Invis +12 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 18 cooldown Level 1.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 17 blight damage or heals 26 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(106 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
4 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 (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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. |
arcing pouch of dwarven-steel shots (18/18, 141% power, 3 apr)3.0 T3 shot ammo [Ego] Arcane Power 142% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 18 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 21 damage Shots are used with slings to pummel your foes to death. |
Skull of the Rat Lich1.0 T3 skull tool [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+6 eff.) Melee Ret 12 darkness Raise one or two undead rats to fight beside you. Uses 42 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
piercing iron torque of clear mind [power 1] (15 cooldown)2.0 T1 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of thorny skin [power 27] (12 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
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. |
Flashstoker [power 165] (9 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: ----- def ----- Armour +2 Resists +6% lightning +9% darkness +15% blight Heal.mod +10% Pinning- +10% Def/telep +15 Res/telep +15% Dur/telep +15% Fire a magical bolt dealing 190 cold damage Puts all charms on 9 cooldown 100% to heal for 50. 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. |
5 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. |
11 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. |
2 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 Dumbshit 2 the Cornac Summoner level 11
3rd Flare 122nd year of Ascendancy at 19:36 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Dumbshit 2 the Cornac Summoner level 23
5th Decay 122nd year of Ascendancy at 21:16 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Dumbshit 2 the Cornac Summoner level 10
4th Mirth 122nd year of Ascendancy at 10:38 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Dumbshit 2 the Cornac Summoner level 20
38th Haze 122nd year of Ascendancy at 04:11 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Dumbshit 2 the Cornac Summoner level 10
6th Mirth 122nd year of Ascendancy at 17:09 see stats
The Rat Lich (Insane (Roguelike) difficulty)
Killed the terrible Rat Lich.By Dumbshit 2 the Cornac Summoner level 26
19th Regrowth 123rd year of Ascendancy at 10:08 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Dumbshit 2 the Cornac Summoner level 10
8th Mirth 122nd year of Ascendancy at 09:10 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Dumbshit 2 the Cornac Summoner level 16
5th Haze 122nd year of Ascendancy at 09:13 see stats
Log
Gladalaith the ghoulish rat performs a melee critical strike against Something!
Gladalaith the ghoulish rat hits Dumbshit 2 for , 103 physical, 5 fire, 86 physical, 16 lightning, 7 cold, 16 lightning, 7 cold, 16 lightning, 7 cold (262 total damage).
Gladalaith the ghoulish rat hits Something for 29 mind damage.
Gladalaith the ghoulish rat hits Something for 57 mind damage.
LIFE LOST WARNING!
Mouse input temporarily disabled.
Mouse input temporarily disabled.
Mouse input temporarily disabled.
Mouse input temporarily disabled.
Dumbshit 2 uses Infusion: Healing.
Dumbshit 2 receives 214 healing from Infusion: Healing.
Infusion: Healing is still on cooldown for 12 turns.
Infusion: Healing is still on cooldown for 12 turns.
Infusion: Healing is still on cooldown for 12 turns.
Dumbshit 2 summons a Fire Drake!
Aerylle the ghoulish rat's Beyond the Flesh hits Fire drake for 121 physical, 26 physical (147 total damage).
Aerylle the ghoulish rat uses Brainfreeze.
Aerylle the ghoulish rat hits Dumbshit 2 for 144 cold damage.
Gladalaith the ghoulish rat uses Heartseeker.
Gladalaith the ghoulish rat performs a melee critical strike against Dumbshit 2!
Gladalaith the ghoulish rat performs a melee critical strike against Fire drake!
Gladalaith the ghoulish rat performs a melee critical strike against Ritch flamespitter (wild summon)!
Gladalaith the ghoulish rat hits Dumbshit 2 for 120 physical, 5 fire, 226 physical (352 total damage).
Gladalaith the ghoulish rat hits Fire drake for 24 lightning, 7 cold, 29 mind, 24 lightning, 7 cold, 24 lightning, 7 cold (122 total damage).
Gladalaith the ghoulish rat hits Fire drake hatchling for 24 lightning, 9 cold, 24 lightning, 9 cold (66 total damage).
Gladalaith the ghoulish rat hits Fire drake hatchling for 0 fire, 24 lightning, 9 cold, 24 lightning, 9 cold (66 total damage).
Gladalaith the ghoulish rat hits Fire drake hatchling for 24 lightning, 9 cold (33 total damage).
Gladalaith the ghoulish rat hits Ritch flamespitter (wild summon) for 29 mind damage.
Dumbshit 2 the level 26 cornac summoner was sliced to death by Gladalaith the ghoulish rat on level 1 of Forsaken Crypt.






































































































































