










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! 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 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 34 / 99% |
| Size | big |
| Lifes / Deaths | Killed by Anela's Temporal Clone at level 34 on the 1st Flare 123rd year of Ascendancy at 23:07 / 1 |
Primary Stats
| Strength | 141 (base 60) |
| Dexterity | 37 (base 24) |
| Constitution | 34 (base 10) |
| Magic | 71 (base 60) |
| Willpower | 33 (base 10) |
| Cunning | 41 (base 10) |
Resources
| Mana | 194/413 |
| Life | -25/1035 |
| Positive | 29/149 |
| Stamina | 230/276 |
| Steam | 100/100 |
| Healing Factor | 1.555336564623 |
| Regeneration | 39.272248256731 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| See Stealth | 21 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 229 |
| Accuracy | 50 |
| Crit Chance | 71% |
| APR | 29 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +26% |
| Temporal | +6% |
| Arcane | +6% |
| Physical | +13% |
| All | 0% |
Offense: Damage Penetration
| Physical | +80% |
| Lightning | +5% |
| Light | +47% |
| Arcane | +15% |
Defense: Base
| Armour (hardiness) | 38.551211628464 (73.607947236566%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 0 |
| Physical Save | 59 |
| Spell Save | 34 |
| Mental Save | 47 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 25%( 70%) |
| Cold | + 39%( 70%) |
| All | + 12%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 55%( 70%) |
| Temporal | + 20%( 70%) |
| Physical | + 19%( 70%) |
| Fire | + 28%( 70%) |
| Nature | + 17%( 70%) |
Defense: Immunities
| Pinning Resistance | 40% |
| Confusion Resistance | 20% |
| Teleport Resistance | 100% |
| Blind Resistance | 67% |
| Disarm Resistance | 100% |
| Bleed Resistance | 20% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 958% 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 516 damage for 4 turns. Its effects scale with your Strength 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 324 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Celestial / Crusader | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Scintillating Caves. Escort: lost tinker (level 3 of Scintillating Caves)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by Cyrothra the ghoul. Escort: repented thief (level 5 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 minotaur nose. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed bear paw. You have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed chunk of ghoul flesh. * You've found the needed pouch of luminous horror dust. 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 |
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 | Ereledir the pair of hardened leather boots (0 def, 3 armour) 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Physical Crit +5.0% Physical Power +5 (+1 eff.) Spellpower +10 (+3 eff.) Spellpower/crit +6 Ignore Armor +8 defense ------ Armor +3 Physical save +12 (+3 eff.) Life +100.00 Healmod +10% Confus Resist +20% Pinning Resist +20% Knockbk Resist +20% Teleport Resist +100% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Mana-on-crit +2.00 A pair of boots made of leather. |
| Light source | alchemist's lamp 'Brodekalthorand' 1.0 Encumbrance T3 lite [Rare] Psionic While equipped: offense ------ Physical Crit +5.0% Damage +16% light defense ------ Mind save +26 (+9 eff.) Life Regen +4.00 Healmod +15% Stun Resist +20% Knockbk Resist +20% other ------- Max stamina +20.00 Light +8 See Stealth +21 See Invisibility +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour) 3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +8 Cun +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+3 eff.) Spell save +12 (+6 eff.) Mind save +24 (+8 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | voratun torque of psionic shield 'Blazesmash' [power 135] (17/25 cooldown)2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: offense ------ Ignore resists +5% lightning defense ------ Resistance +3% blight +3% temporal +5% arcane +9% light Setup a psionic shield, reducing all damage taken by 135 for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 64. 100% to increase all damage by 29% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Stats +5 Cun +4 Wil offense ------ Critical power +15.00% Physical Power +15 (+3 eff.) On-Hit 14 physical On-Ranged-Hit 11 physical Ignore resists +20% physical On-Hit (Melee): * 11% chance to reduce all saves and defense by 23 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 23 defense ------ Resistance +5% arcane Mind save +8 (+3 eff.) Life +48.00 Life Regen +9.00 Healmod +12% other ------- Hate-on-crit +2.00 Max hate +5.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 turn cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: defense ------ Resistance +18% acid +18% fire +21% lightning +13% cold Stun Resist +30% Rings make your fingers look great! |
| Around waist | rough leather belt 'Emabreta'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Str offense ------ Critical power +15.00% Ignore resists +20% physical Accuracy +5 (+2 eff.) defense ------ Resistance +6% lightning +6% temporal +1% physical other ------- Light +2 A belt that goes around your waist. |
| In main hand | stralite greatsword 'Blindstar' (64-103 power, 19 apr) 3.0 Encumbrance T4 greatsword 2H weapon [Random Unique] Arcane/Master Weapon Damage 64.5 - 103.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +19 Critical Rate +20.5% Attack Speed 100% Ignore Shields +30% On-Hit, radius 1 +12 darkness +13 fire On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +16.0% Spell Crit +2% Spellpower/crit +6 Ignore resists +15% arcane Massive two-handed swords. |
| On hands | Manikalthofast the dwarven-steel gauntlets (0 def, 2 armour) 1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +3 Mag offense ------ Damage +6% temporal +6% arcane +3% physical Ignore resists +20% physical Ignore Armor +2 defense ------ Armor +2 Fatigue +3% Physical save +9 (+2 eff.) Disarm Resist +100% other ------- Stamina/turn +3.00 Talents +5 Iron Grip 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. |
| Main armor | Neryletira (0 def, 11 armour) 17.0 Encumbrance T3 massive armor [Rare] Master While equipped: Stats +8 Str +8 Dex +8 Mag +8 Wil +10 Cun +8 Con offense ------ Physical Crit +8.0% Physical Power +20 (+4 eff.) Ignore resists +20% physical defense ------ Armor +11 Fatigue +22% Resistance +21% lightning +2% physical other ------- Stamina/turn +1.00 A suit of armour made of metal plates. |
| Cloak | Nerulenne the cashmere cloak (2 def, 8 armour) 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 23 defense ------ Armor +8 Defense +2 (+1 eff.) Resistance +39% lightning +18% cold +6% nature +5% physical Physical save +6 (+1 eff.) Cut Resist +20% Pinning Resist +20% Stun Resist +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Elenerin the stralite amulet0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +7 Wil +8 Cun +11 Con offense ------ Mindpower +10 (+5 eff.) Move Speed +10% defense ------ Fatigue -8% Resistance +6% blight +9% acid +5% arcane +3% lightning Physical save +17 (+4 eff.) Life +67.00 Life Regen +12.00 other ------- Stamina/turn +1.30 Psi when Hit +0.08 Amulets make your neck look great! |
Inventory
heroism infusion of the warrior (die at -710; dur 5; cd 30)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 30 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -710 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1420 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
regeneration infusion of the warrior (heal 661; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 661 life over 5 turns. 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. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 5; phase 16; cd 13)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 13 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 16%, your defense is increased by 16 and all your resistances by 16%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 6; phase 21; cd 13)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 6 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 1080% over 10 turns; mana 54; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1080% for 10 turns (0 total) and instantly restoring 54 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 spell talent. |
shatter afflictions rune of the duelist (absorb 57; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 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 57 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 107; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 107 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 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 of the wizard (absorb 145; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 145 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 161; dur 3; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 161 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flare Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fungal Web0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Grounding Strap0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Projector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Shocking Touch0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
clarifying copper amulet of magic (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag defense ------ Resistance +12% mind Confus Resist +22% Amulets make your neck look great! |
gold amulet0.1 Encumbrance T3 amulet jewelry [Normal] Amulets make your neck look great! |
grounding steel amulet of cunning (+4)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun defense ------ Resistance +13% lightning Stun Resist +20% Amulets make your neck look great! |
steel amulet of constitution (+4)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con Amulets make your neck look great! |
Ashdash0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +1 Mag offense ------ Damage +15% acid +9% fire Ignore resists +10% fire defense ------ Resistance +10% blight +6% fire +10% nature +30% acid Mind save +10 (+4 eff.) Poison Resist +22% Disease Resist +19% Confus Resist +34% other ------- Infravision +3 Rings make your fingers look great! |
Inertial Twine0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+3 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Rainbolt the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +4 Con offense ------ Damage +6% cold Ignore resists +15% physical When Hit 8 cold defense ------ Fatigue -5% Resistance +15% cold other ------- Encumbrance +22 Rings make your fingers look great! |
Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+2 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Siloth the Nightsin0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +3% mind +3% darkness When Hit 8 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 19% defense ------ Resistance +12% mind +3% cold Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
conjurer's stralite ring of perseverance0.1 Encumbrance T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Mag +6 Wil offense ------ Spellpower +9 (+3 eff.) defense ------ Life Regen +1.00 Stun Resist +38% Rings make your fingers look great! |
gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: defense ------ Resistance +8% nature +8% blight Poison Resist +12% Disease Resist +10% Stun Resist +30% Rings make your fingers look great! |
gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +7 Str +6 Con offense ------ Physical Power +8 (+1 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
marksman's steel ring of darkness (+26%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ Damage +13% darkness Accuracy +4 (+1 eff.) defense ------ Resistance +26% darkness Rings make your fingers look great! |
rogue's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +4 Cun defense ------ Defense +8 (+4 eff.) Life Regen +2.00 Stun Resist +22% Rings make your fingers look great! |
savage's gold ring of tenacity0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +3 Con defense ------ Spell save +13 (+6 eff.) Life +31.00 Disarm Resist +35% Pinning Resist +25% Knockbk Resist +22% other ------- Max stamina +15.00 Rings make your fingers look great! |
savage's stralite ring of fire (+28%)0.1 Encumbrance T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +3 Con offense ------ Damage +14% fire defense ------ Resistance +28% fire Spell save +15 (+7 eff.) other ------- Max stamina +27.00 Rings make your fingers look great! |
solipsist's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +4 Wil offense ------ Mindpower +6 (+3 eff.) Rings make your fingers look great! |
titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+1 eff.) Rings make your fingers look great! |
warrior's steel ring of aether (+10%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Damage +10% arcane defense ------ Armor +6 Resistance +10% arcane Rings make your fingers look great! |
warrior's stralite ring of sensing0.1 Encumbrance T4 ring jewelry [Ego] Arcane/Master While equipped: Stats +6 Str defense ------ Armor +12 Blind Resist +35% other ------- Infravision +5 See Stealth +16 See Invisibility +11 Rings make your fingers look great! |
Drake's Bane (45-68 power, 21 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Master Weapon Damage 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +21 Critical Rate +2.0% Attack Speed 100% Damage Against +25% Dragon While equipped: Stats +6 Str defense ------ Resist Against +25% Dragon Physical save +9 (+2 eff.) Stun Resist +20% Knockbk Resist +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
voratun battleaxe of evisceration (56-83 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Ego+] Master Weapon Damage 55.5 - 83.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On Critical: * Wound the target dealing 301 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +12.0% Physical Power +12 (+2 eff.) Massive two-handed battleaxes. |
Swordbreaker (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+7 eff.) Physical save +15 (+4 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
dwarven-steel dagger 'Emada' (34-44 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 33.5 - 43.6 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +16 acid While equipped: Stats +8 Con +7 Wil offense ------ Damage +6% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 23 defense ------ Life +13.00 Sharp, short and deadly. |
caustic stralite greatmaul of evisceration (57-86 power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon [Ego++] Nature/Master Weapon Damage 57.0 - 85.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On-crit, radius 2 +19 acid +13 nature On Critical: * Wound the target dealing 301 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +13.0% Physical Power +13 (+2 eff.) Ignore resists +12% acid +10% nature Ignore Armor +13 Massive two-handed mauls. |
chilling dwarven-steel greatmaul of crippling (43-64 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Ego+] Arcane/Master Weapon Damage 43.0 - 64.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +19 cold On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Massive two-handed mauls. |
chilling steel greatmaul of massacre (36-55 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego] Arcane/Master Weapon Damage 36.5 - 54.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +7 cold Massive two-handed mauls. |
Colaryem (48-77 power, 12 apr)3.0 Encumbrance T3 greatsword 2H weapon [Unique] Arcane Weapon Damage 48.0 - 76.8 Physical Uses 130% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +11.0% Attack Speed 50% While equipped: Stats +7 Dex offense ------ Move Speed +10% Damage +7% lightning defense ------ Fatigue -12% Resistance +7% lightning other ------- Encumbrance +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. |
Genocide (42-67 power, 4 apr)3.0 Encumbrance T3 greatsword 2H weapon [Unique] Nature/Master Weapon Damage 42.0 - 67.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +18.0% Attack Speed 100% Damage Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con defense ------ Resist Against +15% Orc Life Regen +0.50 other ------- Stamina/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Poltergeist's Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)12.0 Encumbrance T3 greatsword 2H weapon [Unique] Psionic Weapon Damage 49.0 - 78.4 Physical Uses 129% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +9 Critical Rate +9.0% Attack Speed 100% On-hit +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target While equipped: defense ------ Defense +6 (+3 eff.) Physical save +6 (+1 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
enhanced stralite mace of rage (34-48 power, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Ego++] Nature/Master Weapon Damage 34.0 - 47.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +14 Str +6 Dex +6 Mag +7 Wil +8 Cun +7 Con offense ------ Damage +9% physical Accuracy +8 (+3 eff.) Blunt and deadly. |
stormbringer's dwarven-steel mace of massacre (32-46 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego+] Nature/Master Weapon Damage 32.5 - 45.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-crit, radius 2 +14 lightning +28 cold While equipped: offense ------ Move Speed +25% Ignore resists +10% lightning +16% cold Blunt and deadly. |
creative mossy mindstar of balance (2-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +1% Critical power +6.00% Mindpower +2 (+1 eff.) defense ------ Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) other ------- EQ when Hit +0.50 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. |
mossy mindstar 'Ivitta' (2-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +1% Critical power +6.00% Mindpower +2 (+1 eff.) defense ------ Defense +5 (+2 eff.) Resistance +12% acid +9% fire +3% cold +1% physical Stun Resist +10% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar 'Gyseda' (8-9 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Rare] Nature Weapon Damage 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On-hit +20 blight On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 23 While equipped: Stats +4 Mag offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% temporal Physical save +7 (+2 eff.) Spell save +22 (+9 eff.) Mind save +5 (+2 eff.) other ------- EQ when Hit +1.20 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. |
cruel yew starstaff of fate (20-24 power, 4 apr, light element)5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +17% Critical power +15.00% Spellpower +9 (+3 eff.) Damage +20% light defense ------ Physical save +8 (+2 eff.) Spell save +9 (+4 eff.) Mind save +8 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
enhanced deep-steel trident of massacre (42-68 power, 10 apr)3.0 Encumbrance T3 trident 2H weapon [Ego+] Nature/Master Weapon Damage 42.5 - 68.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +9 Str +7 Dex +9 Mag +7 Wil +6 Cun +9 Con A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
iron waraxe 'Yaramagrim' (10-15 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Con offense ------ Spell Crit +2% Critical power +10.00% Ignore resists +6% all Accuracy +6 (+2 eff.) Ignore Armor +6 When Hit 2 blight One-handed war axes. |
Icewrecker the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Ignore resists +5% cold defense ------ Defense +10 (+5 eff.) Resistance +6% temporal +12% fire +1% physical +7% cold Physical save +3 (+1 eff.) Mind save +9 (+3 eff.) A belt that goes around your waist. |
grounding rough leather belt of the giants1.0 Encumbrance T1 belt armor [Ego] Nature/Master While equipped: offense ------ Physical Power +3 (+0 eff.) defense ------ Resistance +5% lightning +5% temporal Spell save +6 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
hardened leather belt of the vagrant1.0 Encumbrance T3 belt armor [Ego+] Nature While equipped: Stats +3 Con offense ------ Mindpower +3 (+2 eff.) defense ------ Mind save +7 (+3 eff.) A belt that goes around your waist. |
insulating rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Resistance +5% blight +5% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
spiritwalker's hardened leather belt of the mystic1.0 Encumbrance T3 belt armor [Ego+] Arcane While equipped: Stats +5 Mag offense ------ Spellpower +6 (+2 eff.) defense ------ Mind save +7 (+3 eff.) other ------- Mana/turn +0.34 Max mana +38.00 A belt that goes around your waist. |
Duvalen (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Damage +12% acid Ignore resists +15% temporal On-Hit (Melee): * 20% chance to reduce armor by 34% defense ------ Defense +2 (+1 eff.) Resistance +15% blight +15% temporal +15% nature +18% acid Life Regen +7.00 Healmod +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Scorpionwire the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +5% lightning +5% nature defense ------ Defense +1 (+0 eff.) Resistance +0% lightning +0% cold +3% darkness +15% nature Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vorethra the Sunrain (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Dex +3 Mag +1 Con offense ------ Ignore resists +15% mind defense ------ Defense +1 (+0 eff.) Resistance +3% light other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con defense ------ Defense +1 (+0 eff.) Resistance +0% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robes of Deflection (0 def, 7 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag offense ------ Spellpower +5 (+1 eff.) defense ------ Armor +7 Hardiness +30% Resistance +7% all On Spell Hit: 4% Evasion level 1 This set of robes seems to shine with metallic colors. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +0 Str +0 Dex +0 Mag +4 Wil +0 Cun +5 Con offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+5 eff.) Resistance +30% nature +11% all Physical save +10 (+2 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. |
Boots of the Hunter (2 def, 12 armour)3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+2 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +8% Spell save +10 (+5 eff.) Mind save +10 (+4 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Cracklewaker (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Damage +6% lightning Ignore resists +25% acid On-Hit (Melee): * 20% chance to reduce all saves and defense by 23 defense ------ Armor +4 Fatigue +3% Resistance +18% acid +30% lightning Life Regen +6.00 Healmod +16% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloryvena the Tundraswift (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +3 Fatigue +2% Resistance +6% acid +17% fire +11% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Skycutter the pair of rough leather boots (0 def, 6 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Dex offense ------ Ignore resists +10% lightning Ignore Armor +2 defense ------ Armor +6 other ------- Infravision +1 See Invisibility +3 A pair of boots made of leather. |
Stormsorrow (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +4 Con +2 Wil offense ------ Critical power +10.00% Physical Power +20 (+4 eff.) Mindpower +5 (+3 eff.) Ignore resists +32% physical defense ------ Armor +3 Resistance +18% lightning Blindside: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 32 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
dreamer's pair of hardened leather boots of speed (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Arcane/Psionic While equipped: Stats +2 Cun +2 Wil offense ------ Move Speed +25% defense ------ Armor +3 Physical save +8 (+2 eff.) Spell save +8 (+4 eff.) Mind save +7 (+3 eff.) A pair of boots made of leather. |
dreamer's pair of iron boots of evasion (3 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +3 Wil defense ------ Armor +3 Defense +3 (+1 eff.) Fatigue +2% Physical save +6 (+1 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 21 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 18 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Snow Giant Wraps (0 def, 2 armour)1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 225.72 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
alchemist's voratun gauntlets of the nighthunter (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +3 Wil +6 Cun offense ------ On-Hit 5 acid 9 fire 6 cold 5 lightning Accuracy +9 (+3 eff.) defense ------ Armor +3 Fatigue +5% Resistance +12% darkness other ------- Infravision +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Bloomblow (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +7 Str +3 Mag +2 Wil +2 Cun offense ------ On-Hit (Melee): * 10% chance to slow global speed by 49% defense ------ Defense +1 (+0 eff.) Physical save +5 (+1 eff.) other ------- Infravision +1 A pointy cloth hat, very wizardly... |
Dourborn the cashmere wizard hat (17 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: Stats +3 Str offense ------ Physical Power +20 (+4 eff.) Ignore resists +15% darkness Ignore Armor +6 On-Hit (Melee): * 20% chance to reduce damage dealt by 19% defense ------ Defense +17 (+8 eff.) Resistance +5% lightning +6% temporal +6% light +6% fire +6% nature +6% acid +6% blight +6% cold +6% darkness A pointy cloth hat, very wizardly... |
Eye of the Forest (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+4 eff.) Mind save +12 (+4 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Fogvault the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Mag +1 Wil +3 Cun offense ------ When Hit 4 darkness defense ------ Defense +1 (+0 eff.) Resistance +12% darkness Mind save +6 (+2 eff.) other ------- Infravision +2 A pointy cloth hat, very wizardly... |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+3 eff.) Stun Resist +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. |
cashmere wizard hat 'Fulynariblek' (22 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: Stats +12 Con offense ------ Physical Power +20 (+4 eff.) Damage +14% darkness When Hit 4 acid On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +22 (+11 eff.) Resistance +21% darkness +6% acid A pointy cloth hat, very wizardly... |
cashmere wizard hat of decomposition (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: defense ------ Defense +2 (+1 eff.) Resistance +5% lightning +5% temporal +4% light +5% fire +5% nature +4% acid +5% blight +4% cold +5% darkness A pointy cloth hat, very wizardly... |
mindcaging hardened leather hat of trickery (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +3 Dex offense ------ Ignore Armor +6 defense ------ Armor +3 Fatigue +3% Resistance +15% mind Mind save +18 (+6 eff.) Confus Resist +28% A hat made of leather. Very stylish. |
thaloren hardened leather cap of strength (+2) (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +2 Str +4 Wil defense ------ Armor +3 Fatigue +3% Resistance +8% blight Mind save +8 (+3 eff.) A cap made of leather. |
werebeast's hardened leather cap of constitution (+4) (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Nature/Master While equipped: Stats +4 Str +6 Dex +3 Cun +8 Con defense ------ Armor +3 Fatigue +3% A cap made of leather. |
Arudar the Demonrage (9 def, 6 armour)9.0 Encumbrance T3 light armor [Rare] Arcane While equipped: Stats +9 Cun +2 Str offense ------ Damage +21% darkness defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +7% arcane Spell save +13 (+6 eff.) A suit of armour made of leather. |
enlightening reinforced leather armour of command (20 def, 10 armour)9.0 Encumbrance T4 light armor [Ego++] Psionic While equipped: Stats +10 Cun +6 Wil defense ------ Armor +10 Defense +20 (+10 eff.) Fatigue +8% Mind save +31 (+11 eff.) A suit of armour made of leather. |
impenetrable dwarven-steel plate armour of Eyal (0 def, 22 armour)17.0 Encumbrance T3 massive armor [Ego+] Nature/Master While equipped: Stats +0 Str +0 Dex +0 Mag +0 Wil +0 Cun +0 Con defense ------ Armor +22 Fatigue +22% Life +31.00 Life Regen +4.00 Healmod +12% A suit of armour made of metal plates. |
Titanic (20 def, 18 armour, 48-58 power, 320 block)7.0 Encumbrance T3 shield armor [Unique] Master When used to Attack: Weapon Damage 48.0 - 57.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +320 While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+10 eff.) Ranged Defense +10 (+5 eff.) Fatigue +30% other ------- Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Willowcutter (0 def, 6 armour, 27-32 power, 77 block)7.0 Encumbrance T3 shield armor [Rare] Nature When used to Attack: Weapon Damage 27.0 - 32.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +77 On-hit +20 nature On Hit: * 20% chance to reduce all saves and defense by 23 While equipped: offense ------ Spellpower/crit +6 On-Hit 19 lightning Damage +6% blight Ignore Shields +30% When Hit 9 lightning defense ------ Armor +6 Fatigue +8% Spell save +18 (+8 eff.) other ------- Vim-on-crit +2.00 Talents +1 Block Handheld deflection devices. |
12 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
278 alchemist agate0.0 Encumbrance 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. |
3 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+1 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+1 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 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. |
Floewreck the iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +5 Cun offense ------ Mind Crit +2% Ignore resists +10% mind Accuracy +4 (+1 eff.) defense ------ Resistance +3% cold other ------- EQ when Hit +0.04 Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe of wreckage (dig speed 24 turns)3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +4 Str offense ------ Ignore Armor +10 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
6 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
14 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 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. |
turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(88 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Freezewend'2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +4 Str +2 Wil +2 Cun +3 Con offense ------ Damage +9% cold When Hit 13 fire defense ------ Resistance +6% fire other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
6 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
stralite grounding strap0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +24% lightning Stun Resist +40% Tinkers can be attached to normal items to improve them with steam power! |
Gorespike [power 116] (17/15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +2 Wil offense ------ Critical power +20.00% Spellpower +15 (+5 eff.) Ignore resists +5% nature Ignore Shields +30% other ------- Max mana +40.00 Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
powerful elm totem of healing [power 122] (17/15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 turn cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of stinging 'Blastwish' [power 290] (17/15 cooldown)2.0 Encumbrance T3 totem charm [Random Unique] Nature While equipped: offense ------ Damage +3% lightning Ignore resists +15% blight +15% lightning On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 24 defense ------ Resistance +6% blight Sting an enemy dealing 290 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to heal for 56. 100% to reduce fatigue by 26% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
9 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quick elm wand of lightning storm [power 110] (17/12 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Puts all charms on 12 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Anela the Cornac Sun Paladin level 34
6th Mirth 123rd year of Ascendancy at 07:12 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Anela the Cornac Sun Paladin level 30
61st Regrowth 123rd year of Ascendancy at 01:24 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Anela the Cornac Sun Paladin level 23
38th Regrowth 123rd year of Ascendancy at 11:22 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Anela the Cornac Sun Paladin level 16
70th Dusk 122nd year of Ascendancy at 21:37 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Anela the Cornac Sun Paladin level 20
37th Haze 122nd year of Ascendancy at 06:35 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Anela the Cornac Sun Paladin level 33
18th Pyre 123rd year of Ascendancy at 05:25 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Anela the Cornac Sun Paladin level 27
54th Regrowth 123rd year of Ascendancy at 09:55 see stats
Is that how it feels to be an escort quest?! (Nightmare (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Anela the Cornac Sun Paladin level 33
4th Pyre 123rd year of Ascendancy at 07:36 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Anela the Cornac Sun Paladin level 10
7th Dusk 122nd year of Ascendancy at 22:36 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Anela the Cornac Sun Paladin level 20
36th Haze 122nd year of Ascendancy at 17:48 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Anela the Cornac Sun Paladin level 30
60th Regrowth 123rd year of Ascendancy at 04:30 see stats
Lost in translation (Nightmare (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Anela the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 13:13 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Anela the Cornac Sun Paladin level 21
65th Haze 122nd year of Ascendancy at 15:20 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Anela the Cornac Sun Paladin level 30
60th Regrowth 123rd year of Ascendancy at 14:41 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Anela the Cornac Sun Paladin level 19
30th Haze 122nd year of Ascendancy at 21:10 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Anela the Cornac Sun Paladin level 11
8th Dusk 122nd year of Ascendancy at 18:15 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Anela the Cornac Sun Paladin level 16
23rd Haze 122nd year of Ascendancy at 13:54 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Anela the Cornac Sun Paladin level 28
56th Regrowth 123rd year of Ascendancy at 23:21 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Anela the Cornac Sun Paladin level 18
30th Haze 122nd year of Ascendancy at 03:10 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Anela the Cornac Sun Paladin level 29
60th Regrowth 123rd year of Ascendancy at 04:30 see stats
Log
Lightburn from Anela's Temporal Clone hits Anela for 24 light, 16 healing (24 total damage) [16 healing].
Searing Sight hits Anela for 22 light, 15 healing (22 total damage) [15 healing].
Anela's Temporal Clone hits Anela for 2 light, 2 healing (2 total damage) [2 healing].
Anela casts Wave of Power.
Anela's Temporal Clone shrugs off Anela's 'Lightburn'!
Anela performs a melee critical strike against Anela's Temporal Clone!
Anela's Temporal Clone shrugs off Anela's 'Cripple'!
Anela's Temporal Clone HEALS from light damage!
Anela damages herself through Martyrdom!
Anela HEALS from light damage!
Melee retaliation hits Anela for 16 light, 11 healing (16 total damage) [11 healing].
Anela's Temporal Clone hits Anela for 40 physical, 2 physical, 2 light, 1 healing, 1 darkness, 1 fire (44 total damage) [1 healing].
Anela hits Anela's Temporal Clone for (1064 resilience), 380 physical, 19 physical, 16 light, 13 healing, 10 darkness, 10 fire (434 total damage) [13 healing].
Anela's Temporal Clone casts Healing Light.
Anela's Temporal Clone receives 260 healing.
Anela is no longer influenced by martyrdom.
Talent Death Dance is ready to use.
Anela HEALS from light damage!
Anela's Temporal Clone HEALS from light damage!
Searing Sight hits Anela for 21 light, 15 healing (21 total damage) [15 healing].
Searing Sight hits Anela's Temporal Clone for 24 light, 19 healing (24 total damage) [19 healing].
Anela casts Suncloak.
Anela is energized and protected by the Sun!
Anela's Temporal Clone uses Death Dance.
Anela's Temporal Clone HEALS from light damage!
Melee retaliation hits Anela's Temporal Clone for 17 light, 14 healing (17 total damage) [14 healing].
Anela's Temporal Clone hits Anela for 593 physical damage.
Anela the level 34 cornac sun paladin was disembowelled to death by a Anela's Temporal Clone on level 2 of Lost Dwarven Kingdom of Reknor.























































































































































