









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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.] Embers of Rage 1.7.4Official Expansion!Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Higher |
| Class | Necromancer |
| Level / Exp | 32 / 73% |
| Size | medium |
| Lifes / Deaths | Killed by Guyathra the giant acid ant at level 25 on the 44th Haze 122nd year of Ascendancy at 11:08 1 / 5Killed by Velubeth the armoured skeleton warrior at level 31 on the 49th Regrowth 123rd year of Ascendancy at 14:46 Killed by Arulravena the ghoul at level 31 on the 50th Regrowth 123rd year of Ascendancy at 04:19 Killed by Emeladanor the skeleton archer at level 32 on the 56th Regrowth 123rd year of Ascendancy at 04:26 Killed by Nerissra the skeleton warrior at level 32 on the 61st Regrowth 123rd year of Ascendancy at 02:57 |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 18 (base 15) |
| Magic | 106 (base 60) |
| Willpower | 40 (base 13) |
| Cunning | 71 (base 60) |
Resources
| Life | 423/423 |
| Mana | 527/527 |
| Soul | 12/12 |
| Healing Factor | 1.1911363549268 |
| Regeneration | 8.6357385732193 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -61.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 39.058027722065 |
| See Invisible | 61.058027722065 |
| ESP Range | 10 |
| ESP Kinds | undead, animal/canine |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 13 |
| Crit Chance | 23% |
| APR | 32 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 83 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +3% |
| Acid | +9% |
| Light | +5% |
| Cold | +10% |
| Blight | +9% |
| Arcane | +23% |
| Fire | +46% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +19% |
| Fire | +19% |
| Cold | +37% |
| Blight | +19% |
| Arcane | +24% |
| Mind | +49% |
| All | +9% |
Defense: Base
| Armour (hardiness) | 12 (30%) |
| Defense | 14 |
| Ranged Defense | 14 |
| Fatigue | 6 |
| Physical Save | 12 |
| Spell Save | 45 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Light | + 16%( 70%) |
| Nature | + 21%( 70%) |
| Arcane | + 21%( 70%) |
| Cold | + 24%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 310 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 173 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. |
| 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 266 damage for 4 turns. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Glacial waste | 1.60 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.60 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Spell / Master necromancer | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
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 Minotaur. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 111. | 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. | 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 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 naga tongue. * You've found the needed pouch of luminous horror dust. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed sandworm tooth. * You've found the needed pouch of bone giant dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed vial of elder vampire blood. * You've found the needed electric eel tail. 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 chunk of ghoul flesh. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed orc heart. | 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! | 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 within6 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 | Elemira the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Crit.mult +20.00% Spell.pwr +30 (+6 eff.) Res.pen +20% mind ----- def ----- Armour +3 Fatigue +2% ---------- misc Max.hate +6.00 Blink to a nearby random location (rad 7) Puts all charms on 22 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Woewind the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: dps ---------- Spell.crit +4% Dmg.mod +9% acid +9% blight Res.pen +15% arcane +10% darkness +9% all Apr +7 ----- def ----- Resists +3% acid ---------- misc Max.vim +40.00 Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | rough leather cap 'Ereliroddaregogar' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +6 Mag +3 Con dps ---------- Res.pen +20% mind ----- def ----- Armour +1 Fatigue +1% ---------- misc Max.psi +50.00 See.Invis +9 A cap made of leather. |
| Tool | Hanirig [power 180] (13 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +10 (+2 eff.) ----- def ----- Spell.save +15 (+5 eff.) ---------- misc Mana/turn +0.20 Max.mana +60.00 Max.vim +30.00 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 180 physical damage Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Erelikhad'0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Mag dps ---------- Dmg.mod +18% arcane Melee Ret 2 arcane ----- def ----- Armour +6 Spell.save +6 (+2 eff.) HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
| On fingers | conjurer's steel ring of life0.1 T2 ring jewelry [Ego++] Arcane/Nature While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) ----- def ----- Max.HP +45.00 HP.reg +5.00 Heal.mod +12% Rings make your fingers look great! |
| Around waist | noble's rough leather belt of magery1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +8 Wil +4 Cun dps ---------- Spell.crit +4% Against +17% Summoned ----- def ----- D.Red.from +20% Summoned A belt that goes around your waist. |
| In main hand | elven-wood magestaff 'Growthvenom' (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Random Unique] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag 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 +35.00% Spell.pwr +27 (+6 eff.) S.pwr/crit +5 Melee+ 19 fire Dmg.mod +3% nature +34% fire On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Resists +9% nature ---------- misc Mana/turn +0.42 See.Invis +13 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | radiant dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +9 (+2 eff.) Melee+ 7 arcane 11 light Dmg.mod +5% arcane +5% light ----- def ----- Armour +2 Fatigue +3% Resists +5% arcane +7% light 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 | Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+9 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Cloak | Flowermark the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex dps ---------- Res.pen +20% cold On Hit (Melee): * 10% chance to reduce armor by 45% ----- def ----- Defense +1 (+1 eff.) Resists +3% nature +3% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Firemortal'0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Spell.crit +2% Crit.mult +13.00% Spell.pwr +25 (+5 eff.) Dmg.mod +12% fire Res.pen +10% blight +10% fire Acc +7 (+6 eff.) Apr +13 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 35 ---------- misc Mana/s.crit +2.00 Max.vim +50.00 Amulets make your neck look great! |
Inventory
healing infusion (heal 79; cd 14)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 79 then cleanse 1 wound, poison, and disease effect. 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 99; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 99 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 15%; physical; dur 4; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical 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. |
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous 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 Reflection (--)0.1 T3 rune scroll [Unique] 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 and reflecting at most 630 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (310.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 310.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 3; phase 10; cd 13)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 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 10%, your defense is increased by 10 and all your resistances by 10%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 13; resist 21%; move 48%; dur 5; 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 21% all resistance, you move 48% faster, and you are invisible (power 13). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 14; resist 24%; move 47%; dur 5; 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 24% all resistance, you move 47% faster, and you are invisible (power 14). 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 68; 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 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 68 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. |
shatter afflictions rune (absorb 21; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 21 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. |
shatter afflictions rune of the psychic (absorb 60; cd 14)0.1 rune scroll [Ego] 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 60 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 Willpower 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 titan (absorb 75; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 75 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 335; dur 5; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 335 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 61; blocks 3; dur 4; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 61 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the wizard (range 127; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 127 with a minimum range of 15. 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. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+11 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 31 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (183). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
clarifying copper amulet of mastery (0.10 Spell / Necrosis)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +11% mind Confus- +22% ---------- misc Masteries +0.10 Spell/Necrosis Amulets make your neck look great! |
Bethukira the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Mind.crit +1% Dmg.mod +6% blight ----- def ----- Resists +3% darkness Phys.save +7 (+7 eff.) Spell.save +8 (+3 eff.) Mind.save +6 (+3 eff.) Die.at -20.00 life HP.reg +4.00 Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
Mayitira the steel ring0.1 T2 ring jewelry [Rare] Arcane While equipped: ----- def ----- Armour +12 Resists +6% acid +3% nature Crit.chn- 15.00% Cut- +10% Silence- +26% Pinning- +20% ---------- misc Mana/turn +0.18 Rings make your fingers look great! |
marksman's copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +10% lightning Acc +4 (+4 eff.) ----- def ----- Resists +20% lightning Rings make your fingers look great! |
psionicist's copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +9 (+4 eff.) Confus- +23% Rings make your fingers look great! |
steel ring 'Bloomzeal'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +7 (+5 eff.) On Hit (Melee): * 20% chance to slow global speed by 51% * 20% chance to reduce all saves and defense by 25 ----- def ----- Resists +9% nature +21% fire Rings make your fingers look great! |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Rings make your fingers look great! |
wizard's copper ring of arcana (+0.11/turn)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Silence- +23% ---------- misc Mana/turn +0.11 Rings make your fingers look great! |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 17 [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Spelldrinker (27-35 power, 8 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
quick dwarven-steel dagger (20-25 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Power 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Acc +13 (+9 eff.) Sharp, short and deadly. |
stormbringer's stralite dagger of erosion (25-32 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Nature Power 25.0 - 32.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +7 nature On Crit.r2 +25 lightning +22 cold While equipped: dps ---------- Mov.spd +29% Res.pen +14% lightning +7% cold Sharp, short and deadly. |
blazebringer's iron greatsword of evisceration (15-24 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego++] Nature/Master Power 15.0 - 24.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Crit.r2 +17 fire On Crit: * Wound the target dealing 50 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +9 (+6 eff.) All.spd +3% Res.pen +10% fire Massive two-handed swords. |
elemental stralite greatsword of paradox (48-76 power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego+] Arcane Power 47.5 - 76.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +9 temporal On Hit: * Create an explosion dealing 130 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +31% acid Res.pen +20% acid ----- def ----- Resists +13% temporal Massive two-handed swords. |
Scorchtorrent the steel longsword (12-18 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +8 fire While equipped: Stats +4 Str +5 Mag +2 Cun +8 Con dps ---------- Dmg.mod +9% mind +8% physical Acc +13 (+9 eff.) Melee Ret 4 fire ----- def ----- Resists +12% mind ---------- misc See.Invis +9 Sharp, long, and deadly. |
stralite longsword of shearing (34-48 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Ego+] Master Power 34.0 - 47.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +8% all Acc +9 (+7 eff.) Apr +9 Sharp, long, and deadly. |
Emabeth (4-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Phasing +30% Melee+ +20 physical While equipped: Stats +2 Dex +2 Mag +5 Cun dps ---------- Mind.crit +2% Crit.mult +13.00% Phys.pwr +15 (+9 eff.) Mind.pwr +4 (+2 eff.) Apr +5 Melee Ret 4 physical ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
dreamer's pulsing mindstar of life (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) ----- def ----- Resists +16% mind Mind.save +3 (+1 eff.) Max.HP +38.00 HP.reg +1.30 ---------- misc Psi/turn +0.70 Max.psi +33.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar of flames (14-15 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature Power 14.0 - 15.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) All.spd +6% Melee+ 12 fire Dmg.mod +12% fire Res.pen +13% fire ----- def ----- Resists +11% fire ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Blindtrencher the elven-wood magestaff (25-30 power, 5 apr, cold element)5.0 T4 staff 2H weapon [Random Unique] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +24 (+5 eff.) Dmg.mod +25% cold +12% arcane +12% light Res.pen +10% light Melee Ret 2 light ----- def ----- Resists +9% temporal +9% darkness +5% arcane Phys.save +9 (+8 eff.) Spell.save +9 (+3 eff.) Mind.save +9 (+4 eff.) Def/telep +5 Res/telep +19% Dur/telep +16% ---------- misc Mana/turn +0.26 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 cooldown Staves designed for wielders of magic, by the greats of the art. |
infernal ash magestaff of greater warding (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego++] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Crit.mult +21.00% Spell.pwr +11 (+3 eff.) Melee+ 17 fire Dmg.mod +15% lightning ----- def ----- Armour +8 Defense +7 (+6 eff.) ---------- misc See.Invis +7 Wards +3 lightning Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's elm vilestaff of channeling (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Ego++] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +1% Spell.pwr +19 (+4 eff.) Melee+ 17 arcane Dmg.mod +10% fire ---------- misc Mana/turn +0.12 Max.mana +30.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 cooldown Staves designed for wielders of magic, by the greats of the art. |
magelord's yew vilestaff of wizardry (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Phys.crit +7.0% Spell.crit +3% Spell.pwr +18 (+4 eff.) Melee+ 24 arcane Dmg.mod +20% fire ---------- misc Max.mana +100.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
fungal stralite steamgun of true flight4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot Steam Pool [Ego+] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Con dps ---------- Phys.crit +10.0% Acc +9 (+7 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 106 life over 5 turns Puts all charms on 17 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
penetrating stralite steamgun of piercing4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot Steam Pool [Ego++] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +11% all +10% physical Acc +13 (+9 eff.) Apr +8 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
penetrating stralite steamgun of recursion4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot Steam Pool [Ego++] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: dps ---------- Res.pen +9% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
swiftstrike stralite steamgun of true flight4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot Steam Pool [Ego++] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +10 Proj.spd +800% Uses 2.0 Steam While equipped: Stats +5 Cun dps ---------- Phys.crit +9.0% Phys.spd +10% Acc +10 (+8 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
balanced stralite steamsaw of cold resistance (+15%) (30-46 power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Str 35 Steam Pool [Ego] Master/Steamtech Power 30.5 - 45.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +70 Uses 1.0 Steam While equipped: dps ---------- Acc +8 (+7 eff.) ----- def ----- Armour +5 Defense +17 (+11 eff.) Fatigue +10% Resists +15% cold Disarm- +20% ---------- 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! |
windwalling stralite steamsaw (32-48 power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Str 35 Steam Pool [Ego+] Psionic/Steamtech Power 32.0 - 48.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +71 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil ----- def ----- Armour +5 Defense +8 (+7 eff.) Fatigue +10% Resists +14% physical Shield.near.proj +47 Proj.slow +24% ---------- 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! |
Glitterpassion (32-44 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Random Unique] Arcane/Master Power 31.5 - 44.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +4 light On Hit: * 10% chance to reduce strength, dexterity, and constitution by 35 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 217 damage over 5 turns and reducing armor and accuracy by 28 While equipped: dps ---------- Phys.crit +9.0% Res.pen +11% physical Acc +12 (+9 eff.) Apr +9 ----- def ----- Resists +12% light +3% blight ---------- misc Light +3 One-handed war axes. |
elemental steel waraxe (15-21 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Arcane Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * Create an explosion dealing 130 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +9% cold Res.pen +10% cold One-handed war axes. |
Chamobar the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +6 Dex +4 Cun +7 Lck dps ---------- Crit.mult +10.00% Dmg.mod +6% acid ----- def ----- Armour +12 Defense +10 (+8 eff.) Resists +6% acid Phys.save +3 (+3 eff.) Stealth +8 ---------- misc T.Disarm +17 Infravis +4 A belt that goes around your waist. |
insulating rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Resists +6% fire +5% cold Mind.save +5 (+2 eff.) A belt that goes around your waist. |
reinforced rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +5 Defense +6 (+6 eff.) Resists +5% blight Phys.save +11 (+9 eff.) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
enveloping cashmere cloak of the hunter (11 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature/Master While equipped: dps ---------- Acc +18 (+12 eff.) ----- def ----- Defense +11 (+8 eff.) Fatigue -6% Phys.save +7 (+7 eff.) Max.HP +46.00 ---------- misc Max.stam +27.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient kruk cloak (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Nature While equipped: ----- def ----- Max.HP +32.00 A stylish kruk-style cloak, to look awesome. |
Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+9 eff.) Resists +25% nature +13% all Phys.save +15 (+11 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Robe of the Worm of the mountain (+11%) (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Nature While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Resists +7% all +11% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient silk robe of Linaniil (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +9% Spell.pwr +20 (+4 eff.) Dmg.mod +17% temporal +9% physical Res.pen +7% temporal +5% physical ----- def ----- Resists +13% all Anom.red +12 ---------- misc Mana/turn +0.22 Max.mana +52.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dispeller's silk robe (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: ----- def ----- Resists +8% lightning +8% darkness +9% light +8% blight +10% fire +8% cold +13% all Phys.save +14 (+11 eff.) Spell.save +24 (+8 eff.) Mind.save +14 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of blight (+10%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) Dmg.mod +10% blight ----- def ----- Resists +10% blight +9% all Spell.save +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of light (+22%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +15% light ----- def ----- Resists +22% light +9% all Spell.save +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Sleetedge the pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +10% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Armour +3 Fatigue -5% Phys.save +6 (+6 eff.) Disarm- +10% Knockbk- +20% ---------- misc Max.enc +25 A pair of boots made of leather. |
Torasus the Chargequell (5 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +6% lightning Melee Ret 4 physical ----- def ----- Armour +1 Defense +5 (+5 eff.) Resists +5% lightning +6% temporal Spell.save +3 (+1 eff.) A pair of boots made of leather. |
blood-soaked pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +5 (+4 eff.) Apr +6 ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.90 Max.stam +21.00 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 hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+3 eff.) Apr +6 ----- def ----- Armour +3 A pair of boots made of leather. |
fleetfooted pair of drakeskin leather boots (6 def, 5 armour)2.0 T5 feet armor [Ego+] Master While equipped: Stats +6 Dex ----- def ----- Armour +5 Defense +6 (+6 eff.) A pair of boots made of leather. |
pair of rough leather boots 'Beendur' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +3 Dex +1 Wil +6 Lck dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 35 ----- def ----- Armour +1 Resists +9% blight Stealth +5 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc See.Invis +3 A pair of boots made of leather. |
pair of rough leather boots 'Gleambreak' (10 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +10.00% Phys.pwr +4 (+3 eff.) Apr +4 ----- def ----- Armour +3 Defense +10 (+8 eff.) ---------- misc Light +2 A pair of boots made of leather. |
scholar's pair of dwarven-steel boots of phasing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Armour +4 Fatigue +3% Blink to a nearby random location (rad 8) Puts all charms on 22 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Elawyn (15 def, 10 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +11 Dex +1 Wil +10 Cun dps ---------- Phys.crit +2.0% Melee+ 10 physical Dmg.mod +6% physical Res.pen +5% arcane Phasing +30% Acc +14 (+10 eff.) Apr +15 ----- def ----- Armour +10 Defense +15 (+10 eff.) Fatigue +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 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). Metal gloves protecting the hands up to the middle of the lower arm. |
Lightbliss the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str dps ---------- Phys.pwr +12 (+7 eff.) Dmg.mod +6% light Res.pen +25% light +5% lightning Melee Ret 4 light ----- def ----- Armour +2 Fatigue +3% Resists +9% lightning +15% temporal Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +1 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. |
blighted voratun gauntlets of dexterity (+3) (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 blight Dmg.mod +6% blight Acc +12 (+9 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +7% blight 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. |
drakeskin leather gloves 'Darkorder' (0 def, 6 armour)1.0 T4 hands armor [Random Unique] Nature/Master While equipped: dps ---------- Melee+ 26 lightning Dmg.mod +13% lightning Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +6 Resists +15% lightning +3% cold +6% darkness Mind.save +9 (+4 eff.) Max.HP +72.00 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. |
restful dwarven-steel gauntlets of the juggernaut (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +3 Con ----- def ----- Armour +2 Fatigue +3% Phys.save +13 (+10 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+2 eff.) HP.reg +4.00 Disarm- +29% ---------- misc Stam/turn +1.10 Max.stam +28.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
restful rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+4 eff.) ----- def ----- Armour +1 HP.reg +1.00 ---------- misc Stam/turn +0.60 Max.stam +11.00 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. |
Brodindil the rough leather cap (0 def, 5 armour)2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +5 Fatigue +1% Crit.chn- 5.00% Die.at -80.00 life Stun/Frz- +10% ---------- misc Infravis +2 A cap made of leather. |
rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
shielding linen wizard hat of knowledge (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane/Psionic While equipped: Stats +2 Mag +4 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
thaloren dwarven-steel helm of strength (+3) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +4 Wil ----- def ----- Armour +4 Fatigue +4% Resists +8% blight Mind.save +8 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rejuvenating stralite mail armour of the deep (4 def, 12 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Nature While equipped: ----- def ----- Armour +12 Defense +4 (+4 eff.) Fatigue +12% Resists +9% acid +9% cold HP.reg +3.00 ---------- misc Stam/turn +0.90 Breathe water A suit of armour made of mail. |
stralite mail armour of command (13 def, 14 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +14 Defense +13 (+9 eff.) Fatigue +12% Mind.save +14 (+7 eff.) A suit of armour made of mail. |
reinforced leather armour of the hero (12 def, 7 armour)9.0 T4 light armor Reqs Str 18 [Ego+] Arcane/Nature/Master While equipped: Stats +7 Str +7 Dex +6 Mag +6 Wil +6 Cun ----- def ----- Armour +7 Defense +12 (+9 eff.) Fatigue +8% Max.HP +39.00 A suit of armour made of leather. |
troll-hide reinforced leather armour of the wind (23 def, 7 armour)9.0 T4 light armor Reqs Str 18 [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Apr +7 ----- def ----- Armour +7 Defense +23 (+14 eff.) Fatigue +8% Max.HP +48.00 HP.reg +7.70 Heal.mod +13% ---------- misc Stam/turn +0.90 Second Wind: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 70 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
icy stralite shield of mind resistance (+14%) (0 def, 8 armour, 146 block)7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego] Nature/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 10 cold Melee Ret 1 ice ----- def ----- Armour +8 Fatigue +8% Resists +14% mind ---------- misc Talents +1 Block Handheld deflection devices. |
7 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. |
351 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+4 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. |
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. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 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. |
Glimira the Muckwrecker2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% cold ----- def ----- Resists +3% blight +3% nature Phys.save +5 (+5 eff.) Heal.mod +10% Stun/Frz- +10% Teleport- +20% ---------- misc 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. |
Morninglash the brass lantern2.0 T1 lite [Rare] Arcane While equipped: Stats +3 Dex +1 Mag +4 Cun dps ---------- Dmg.mod +6% temporal Melee Ret 13 fire ----- def ----- Resists +6% fire ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 34 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc 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. |
brass lantern 'Eilinoth'2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid ----- def ----- Resists +6% light +3% temporal Crit.chn- 15.00% Blind- +23% Disease- +20% Disarm- +20% Confus- +14% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +6 See.Stealth +7 See.Invis +8 Track: Puts all charms on 34 cooldown Level 2.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Singehunter'2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Mind.pwr +5 (+2 eff.) Melee Ret 6 mind ----- def ----- Resists +3% fire Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Miniature R2D2 Miniature R2D21.0 T3 mechanical misc [Plot Item] Unknown While carried: Stats +5 Cun +5 Wil Fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning). Uses 43 power out of 100/100 Activation is instant. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
barbed pouch of stralite shots of annihilation (20/20, 56-67 power, 10 apr)3.0 T4 shot ammo Reqs Dex 35 [Ego++] Master Power 56.0 - 67.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +23.5% Capacity 20 Proj.spd +200% On Crit: * Wound the target dealing 50 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
flaming pouch of stralite shots of erosion (20/23, 44-53 power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Ego] Arcane/Nature Power 44.5 - 53.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 23 Ranged+ +12 nature On Hit.r1 +9 fire Shots are used with slings to pummel your foes to death. |
pouch of stralite shots of corruption (22/22, 40-48 power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Ego+] Arcane Power 40.0 - 48.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 22 On Hit: 20% Curse of Defenselessness 4 Shots are used with slings to pummel your foes to death. |
2 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. |
Voronne the Scorchserpent [power 320] (17 cooldown)2.0 T4 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +21% fire Res.pen +10% fire ----- def ----- Resists +9% mind Create a shield absorbing up to 320 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to gain a 28% chance to evade weapon attacks for 2 turns. 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. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 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. |
6 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. |
10 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 (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Dagot the Higher Necromancer level 13
11st Dusk 122nd year of Ascendancy at 15:31 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Dagot the Higher Necromancer level 23
41st Haze 122nd year of Ascendancy at 01:10 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dagot the Higher Necromancer level 31
4th Regrowth 123rd year of Ascendancy at 22:38 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Dagot the Higher Necromancer level 10
5th Mirth 122nd year of Ascendancy at 13:03 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Dagot the Higher Necromancer level 20
69th Dusk 122nd year of Ascendancy at 20:42 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Dagot the Higher Necromancer level 30
10th Allure 123rd year of Ascendancy at 06:11 see stats
May the 4th be with you!
.By Dagot the Higher Necromancer level 26
45th Haze 122nd year of Ascendancy at 14:08 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Dagot the Higher Necromancer level 21
76th Dusk 122nd year of Ascendancy at 04:55 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Dagot the Higher Necromancer level 20
69th Dusk 122nd year of Ascendancy at 23:34 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Dagot the Higher Necromancer level 2
75th Pyre 122nd year of Ascendancy at 07:36 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Dagot the Higher Necromancer level 10
10th Mirth 122nd year of Ascendancy at 03:01 see stats
The Restless Dead (Insane (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Dagot the Higher Necromancer level 24
41st Haze 122nd year of Ascendancy at 22:59 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Dagot the Higher Necromancer level 10
3rd Summertide 122nd year of Ascendancy at 01:37 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Dagot the Higher Necromancer level 23
32nd Haze 122nd year of Ascendancy at 02:17 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Dagot the Higher Necromancer level 17
58th Dusk 122nd year of Ascendancy at 21:39 see stats
Log
Armoured skeleton warrior deactivates Ruin.
Armoured skeleton warrior deactivates Bone Shield.
Armoured skeleton warrior deactivates Ruin.
Armoured skeleton warrior deactivates Bone Shield.
Heavy bone giant deactivates Ruin.
Heavy bone giant deactivates Bone Shield.
Heavy bone giant deactivates Bone Shield.
Heavy bone giant deactivates Ruin.
The shield around heavy bone giant crumbles.
Lord of Skulls (mage) is no more the Lord of Skulls.
Skeleton mage deactivates Bone Shield.
Heavy bone giant deactivates Ruin.
Heavy bone giant deactivates Bone Shield.
Heavy bone giant deactivates Bone Shield.
Heavy bone giant deactivates Ruin.
Armoured skeleton warrior deactivates Ruin.
Armoured skeleton warrior deactivates Bone Shield.
Heavy bone giant deactivates Bone Shield.
Heavy bone giant deactivates Ruin.
Heavy bone giant deactivates Ruin.
Heavy bone giant deactivates Bone Shield.
Heavy bone giant deactivates Ruin.
Heavy bone giant deactivates Bone Shield.
Heavy bone giant deactivates Ruin.
Heavy bone giant deactivates Bone Shield.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Nerissra the skeleton warrior's Trick Shot killed Dagot!
Saving game...
Saving done.


























































































































































