Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Odyssey of The Summoner (for ToME 1.7.4+) 1.7.4Howdy, this is Kamani. The current page for OotS content is: https://forums.te4.org/viewtopic.php?p=247326#p247326 I mostly tested OotS with EoR, Cults, and Ashes enabled, but it should work fine without them. Disclaimer: This is NOT a full release. There WILL be errors and unpredictable behavior. I am patching things out actively, so play with discretion and send as much feedback as possible to the forum thread to accelerate the completion process! Expanded Details: Balanced Wanderer Trees 1.7.4This addon gives the class and generic trees equal weight, so trees like Survival are not extremely common. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Slow-Motion Running 1.7.0Adds an optional user-customizable delay between steps when the player is running, including auto-explore and movement by mouse, to make running less visually disorienting. Delay is specified in milliseconds by the game option "Gameplay | Slow-motion running", and can be set from 0 to 1000. 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:
Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.0Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer Note : use only one of those three. They are not compatible with eachother Enemy Warnings 1.7.2Minmay's Enemy Warnings addon, designed to alert the player about certain dangers without information leaks. nefigah says: "Minmay wrote all the underlying code but no UI; I'm working on adding some UI bit by bit. The initial release will simply allow configuring a number of infamous talents to warn about. Other configuration, such as dangerous weapon egos, will come in a future release. Minmay's code is pretty well tested, so any bugs are likely my fault." Changelog1.0.0: Weight: 124578 Eoland's Vampire Race 1.7.4This is my own spin on a vampire race. It has some large benefits but also some very strong drawbacks. Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Player AIoo 1.7.4This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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 Sandworm Lair Quick Dig 1.5.10Digging in Sandworm Lair will take only one (1) turn per tile. 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 | Demons |
Mode | Nightmare Adventure |
Sex | Female |
Race | Doomelf |
Class | Wyrmic |
Level / Exp | 32 / 43% |
Size | medium |
Lifes / Deaths | Killed by thought-forged bowman at level 13 on the 74th Vengeance 123rd year of Ascendancy at 00:30 2 / 4Killed by Ckar the human at level 16 on the 105th Vengeance 123rd year of Ascendancy at 23:25 Killed by Orco the human at level 17 on the 114th Vengeance 123rd year of Ascendancy at 05:23 Killed by Xanuth the orc necromancer at level 24 on the 151st Vengeance 123rd year of Ascendancy at 05:26 |
Primary Stats
Strength | 63 (base 60) |
Dexterity | 29 (base 19) |
Constitution | 36 (base 28) |
Magic | 17 (base 10) |
Willpower | 52 (base 35) |
Cunning | 37 (base 13) |
Resources
Life | 957/957 |
Psi | 132/132 |
Stamina | 308/308 |
Equilibrium | 25 |
Healing Factor | 1.4779202340232 |
Regeneration | 22.684338286993 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +41.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 4 |
Offense: Mainhand
Damage | 138 |
Accuracy | 49 |
Crit Chance | 26% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 19 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 67 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Blight | +6% |
Physical | +20% |
Cold | +21% |
All | 0% |
Light | +12% |
Temporal | +15% |
Fire | +27% |
Arcane | +15% |
Offense: Damage Penetration
Blight | +10% |
Fire | +10% |
Mind | +10% |
Cold | +10% |
Defense: Base
Armour (hardiness) | 26.493138519457 (45%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 1 |
Physical Save | 39 |
Spell Save | 30 |
Mental Save | 39 |
Defense: Resistances
Acid | + 35%( 70%) |
Fire | + 70%( 70%) |
Lightning | + 38%( 70%) |
Darkness | + 38%( 70%) |
Physical | + 36%( 70%) |
Cold | + 40%( 70%) |
All | + 27%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 342 damage for 6 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 325 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Wild-gift / Dragon's Breath | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Wild-gift / Ice Wyrm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Draconic Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Wild-gift / Venom Wyrm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Acid Wyrm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm Wyrm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand Wyrm | 1.56 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire Wyrm | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Wild-gift / Draconic Body | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Apex Predator | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Lashing Tail |
talent | Icy Armor |
talent | Scorched Speed |
talent | Skate |
Quests
The fearscape was in position. The armies were ready. The research was done. Then a vast horde of void creatures descended. Invaders InvadedFight them off, and take back the portal! The portal is secure once again. The invasion begins! | done |
Observation of the eyalites has identified a caravan carrying critical supplies into the Allied Kingdoms. Supply LinesIt will be travelling between the Iron Throne mountains and Last Hope. Make sure it never arrives. | active |
You've landed on Eyal. The BeachheadFirst, terminate any eyalite that might be an immediate threat. * The landing zone has been purged of eyalites. | done |
The peoples of Maj'Eyal are divided into many different kingdoms and organizations. Their power must be broken so that they may be punished properly. The Fall of Maj'EyalThe largest resistance is expected to come from the wizards of Angolwen. Khulmanar has taken the bulk of our forces to confront them. The Ambassador has been assigned to deal with scattered groups all throughout the northern reaches of Maj'Eyal. Your job will be to sabotage, assassinate, and destroy various targets to weaken the Eyalites. * The sher'tul-made horrors beneath the lake overwhelmed the imps, but you managed to recover their records. * You must bring down the dwarven kingdom of the Iron Throne. * One way or another, Derth lies in ruins. * In the southern forests is a hidden city of elves. Find a way to defeat them. * You must gather your strength before dealing with Last Hope. | active |
Three demons have been trapped on Eyal since the disaster. They could be useful to our cause. Seek them out. The Old OnesSeek out the wounded ancient Kryl-Feijan in his isolated crypt. Seek out the ancient explorer Shassy'Kaish among her cultists in the Daikara mountains. Seek out the ancient necromancer Walrog along the ocean shore. | active |
Equipment
On feet | restorative pair of hardened leather boots of tirelessness (0 def, 3 armour) restorative pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +3 HP.reg +3.00 Heal.mod +13% ---------- misc Stam/turn +0.60 Max.stam +10.00 A pair of boots made of leather. |
Light source | survivor's alchemist's lamp of health survivor's alchemist's lamp of health1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Phys.save +7 (+2 eff.) Max.HP +47.00 Heal.mod +15% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Raintorrent the cashmere wizard hat (32 def, 0 armour) Raintorrent the cashmere wizard hat (32 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +12% cold Res.pen +10% fire ----- def ----- Defense +32 (+13 eff.) Phys.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
Tool | overpowered elven-wood totem of healing [power 584] (22 cooldown) overpowered elven-wood totem of healing [power 584] (22 cooldown)2.0 T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 584 Puts all charms on 22 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | solipsist's gold ring of fire (+24%) solipsist's gold ring of fire (+24%)0.1 T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +7 Cun +6 Wil dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +12% fire ----- def ----- Resists +24% fire Rings make your fingers look great! |
On fingers | warrior's gold ring of luminosity warrior's gold ring of luminosity0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Str +1 Mag dps ---------- Melee+ 13 light Ranged+ 12 light Dmg.mod +12% light ----- def ----- Armour +10 Rings make your fingers look great! |
Around waist | Skyquell the hardened leather belt Skyquell the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Mind.pwr +25 (+6 eff.) Res.pen +10% mind Melee Ret 4 lightning On Hit (Melee): * 20% chance to slow global speed by 66% ----- def ----- Resists +12% lightning Mind.save +6 (+2 eff.) Max.HP +30.00 A belt that goes around your waist. |
In main hand | Arerathra (179% power, 3 apr) Arerathra (179% power, 3 apr)5.0 T4 greatmaul 2H weapon [Random Unique] Arcane/Master Power 179% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +12 blight On Hit.r1 +8 arcane On Hit: 20% Epidemic 4 On Hit: * 19% chance to reduce strength, dexterity, and constitution by 11 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Dmg.mod +6% blight Res.pen +10% blight Melee Ret 4 arcane 4 blight ----- def ----- Disease- +17% Massive two-handed mauls. |
On hands | Runedur the Frostgasher (0 def, 3 armour) Runedur the Frostgasher (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Dex +6 Cun +4 Con dps ---------- Phys.crit +2.0% Crit.mult +10.00% Phys.pwr +20 (+6 eff.) Dmg.mod +12% physical Res.pen +10% cold Acc +12 (+4 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +15% darkness ---------- misc Infravis +4 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal 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. |
Main armor | timebroken elven-silk robe of alchemy (0 def, 0 armour) timebroken elven-silk robe of alchemy (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) Dmg.mod +15% acid +8% physical +15% temporal +15% fire +15% arcane +9% cold ----- def ----- Resists +11% acid +12% physical +14% fire +13% cold +15% all ---------- misc Max.mana +17.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Ragedur (1 def, 0 armour) Ragedur (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Defense +1 (+0 eff.) Resists +3% lightning +6% fire Spell.save +6 (+3 eff.) Mind.save +12 (+4 eff.) HP.reg +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | wanderer's stralite amulet of mastery (0.26 Wild-gift / Sand Wyrm) wanderer's stralite amulet of mastery (0.26 Wild-gift / Sand Wyrm)0.1 T4 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +5 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +0.60 Masteries +0.26 Wild-gift/Sand Wyrm Amulets make your neck look great! |
Inventory
healing infusion of the psychic (heal 169; cd 13) healing infusion of the psychic (heal 169; 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 169 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the psychic (heal 144; cd 13) healing infusion of the psychic (heal 144; 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 144 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the psychic (heal 176; cd 12) healing infusion of the psychic (heal 176; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 176 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 192; cd 10) healing infusion of the warrior (heal 192; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 192 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 74; cd 11) healing infusion of the wizard (heal 74; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 74 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -132; dur 7; cd 27) heroism infusion (die at -132; dur 7; cd 27)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -132 life. The duration and life will increase by 1% for every 1% life you have lost (currently 132 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the titan (die at -477; dur 7; cd 35) heroism infusion of the titan (die at -477; dur 7; cd 35)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -477 life. The duration and life will increase by 1% for every 1% life you have lost (currently 477 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 31%; magical; dur 4; cd 11) wild infusion of the warrior (res 31%; magical; dur 4; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
shatter afflictions rune of the psychic (absorb 93; cd 12) shatter afflictions rune of the psychic (absorb 93; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 93 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. |
shielding rune of the psychic (absorb 262; dur 3; cd 16) shielding rune of the psychic (absorb 262; dur 3; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 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 262 damage for 3 turns. 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. |
shielding rune of the titan (absorb 236; dur 6; cd 15) shielding rune of the titan (absorb 236; dur 6; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 236 damage for 6 turns. 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. |
Harizilamnir Harizilamnir0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +1 Dex +3 Con dps ---------- Apr +1 ----- def ----- Resists +22% temporal +22% cold +16% mind +14% fire Spell.save +3 (+1 eff.) Confus- +36% Pinning- +56% Knockbk- +34% Amulets make your neck look great! |
Ximiwen Ximiwen0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +5 Cun +1 Wil dps ---------- Apr +2 ----- def ----- Crit.chn- 10.00% Phys.save +12 (+4 eff.) Die.at -60.00 life Amulets make your neck look great! |
copper amulet of mastery (0.11 Wild-gift / Storm Wyrm) copper amulet of mastery (0.11 Wild-gift / Storm Wyrm)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Wild-gift/Storm Wyrm Amulets make your neck look great! |
stralite amulet of murder stralite amulet of murder0.1 T4 amulet jewelry [Ego+] Master While equipped: dps ---------- Crit.mult +14.00% Acc +8 (+3 eff.) Apr +13 Amulets make your neck look great! |
pixie's stralite ring pixie's stralite ring0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Spell.pwr +8 (+4 eff.) Rings make your fingers look great! |
pixie's stralite ring of pilfering pixie's stralite ring of pilfering0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +2 Cun +4 Mag dps ---------- Spell.pwr +5 (+3 eff.) Acc +15 (+5 eff.) Apr +9 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 140% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
psionicist's copper ring of fire (+22%) psionicist's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Mind.save +4 (+2 eff.) Rings make your fingers look great! |
sneakthief's gold ring sneakthief's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +7 Cun +6 Dex dps ---------- Acc +7 (+2 eff.) Rings make your fingers look great! |
solipsist's stralite ring solipsist's stralite ring0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +9 (+2 eff.) Rings make your fingers look great! |
stralite ring 'Cobraspike' stralite ring 'Cobraspike'0.1 T4 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +26% blight Res.pen +5% arcane +15% nature Melee Ret 2 nature 6 blight ----- def ----- Resists +29% blight Rings make your fingers look great! |
titan's copper ring titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+1 eff.) Rings make your fingers look great! |
enhanced stralite battleaxe of massacre (170% power, 3 apr) enhanced stralite battleaxe of massacre (170% power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Nature/Master Power 171% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% While equipped: Stats +12 Str +7 Dex +9 Mag +10 Wil +7 Cun +6 Con Massive two-handed battleaxes. |
voratun battleaxe of evisceration (171% power, 4 apr) voratun battleaxe of evisceration (171% power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Master Power 171% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +7 (+3 eff.) Massive two-handed battleaxes. |
warbringer's stralite battleaxe of enduring (154% power, 3 apr) warbringer's stralite battleaxe of enduring (154% power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego++] Nature/Master Power 155% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% While equipped: Stats +14 Wil +14 Con dps ---------- Phys.pwr +13 (+4 eff.) Res.pen +12% physical ----- def ----- Max.HP +21.00 Disarm- +18% Massive two-handed battleaxes. |
Crystallized Aether Shard (104% power, 10 apr) Crystallized Aether Shard (104% power, 10 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 105% Range: 1.3x Uses 40% Wil, 50% Mag, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +20 arcane While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% arcane Ignore.dmg +10% ---------- misc Light +1 This jagged crystal glows with an unearthly light. A strip of leather is wrapped around one end, as a handle. When you hold it, your hand begins to glow with the same light. |
Duradig the Icesteel (132% power, 9 apr) Duradig the Icesteel (132% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Rare] Arcane Power 133% Range: 1.3x Uses 40% Wil, 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +14 light Against +18% Undead On Crit.r2 +20 fire While equipped: dps ---------- Dmg.mod +18% cold ----- def ----- Resists +15% cold +18% fire Sharp, short and deadly. |
Puspyre (132% power, 9 apr) Puspyre (132% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Rare] Master Power 133% Range: 1.3x Uses 40% Wil, 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +13 (+4 eff.) Dmg.mod +6% nature +6% mind ----- def ----- Armour +16 Resists +12% acid +12% cold +6% light +6% temporal Max.HP +80.00 Sharp, short and deadly. |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 40% Wil, 55% Dex, 45% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
plaguebringer's stralite greatmaul of rage (166% power, 3 apr) plaguebringer's stralite greatmaul of rage (166% power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego++] Arcane/Master Power 167% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +16 blight On Hit: 20% Epidemic 4 On Hit: * 16% chance to reduce strength, dexterity, and constitution by 11 While equipped: Stats +7 Str dps ---------- Dmg.mod +10% physical Acc +13 (+4 eff.) ----- def ----- Disease- +36% Massive two-handed mauls. |
Voidvile the dwarven-steel greatsword (164% power, 2 apr) Voidvile the dwarven-steel greatsword (164% power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Master/Psionic Power 164% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 mind +12 darkness On Hit.r1 +4 darkness On Hit: * 10% chance to slow global speed by 66% * 21% chance to reduce all saves and defense by 38 While equipped: Stats +3 Cun +3 Wil dps ---------- Res.pen +12% physical Acc +14 (+5 eff.) Apr +12 ----- def ----- Resists +6% light Massive two-handed swords. |
chilling dwarven-steel greatsword (140% power, 2 apr) chilling dwarven-steel greatsword (140% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 140% Range: 1.6x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 cold Massive two-handed swords. |
arcing voratun longsword of massacre (159% power, 6 apr) arcing voratun longsword of massacre (159% power, 6 apr)3.0 T5 longsword 1H weapon [Ego] Arcane/Master Power 160% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 27 damage Sharp, long, and deadly. |
stralite mace of torment (146% power, 5 apr) stralite mace of torment (146% power, 5 apr)3.0 T4 mace 1H weapon [Ego+] Psionic Power 147% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Blunt and deadly. |
Core of the Forge (127% power, 40 apr, dreamforge damage) Core of the Forge (127% power, 40 apr, dreamforge damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 127% Range: 1.1x Uses 100% Wil, 20% Cun Dmg Dreamforge Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.crit +8% Phys.pwr +10 (+3 eff.) Mind.pwr +16 (+4 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+3 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Level 3.0 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 32.77 mind damage, 41.62 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 2.86 mind and 3.63 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Oozing Heart (115% power, 25 apr, nature slow damage) Oozing Heart (115% power, 25 apr, nature slow damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Disrupt Power 115% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Nature slow Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +25 Crit +7.0% Atk.spd 100% While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.crit +8% Mind.pwr +12 (+3 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+7 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Level 2.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 59.84 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
Xanydheba (109% power, 32 apr, mind damage) Xanydheba (109% power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic Power 109% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +16 mind While equipped: Stats +1 Cun dps ---------- Mind.crit +4% Mind.pwr +19 (+5 eff.) Dmg.mod +8% lightning +9% fire +9% mind +6% cold ----- def ----- Heal.mod +14% Heal/summ +23 ---------- misc Equi/ret +0.08 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted pulsing mindstar (109% power, 32 apr, nature damage) gifted pulsing mindstar (109% power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego] Nature Power 109% Range: 1.1x Uses 90% Wil, 30% Cun Dmg Nature 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 +14 (+4 eff.) ---------- 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. |
blazebringer's hardened leather sling of true flight blazebringer's hardened leather sling of true flight4.0 T3 sling 1H weapon Reqs Shoot [Ego++] Nature/Master Power 66% Range: 1.1x Uses 40% Wil Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 On Crit.r2 +28 fire While equipped: dps ---------- Phys.crit +8.0% All.spd +4% Res.pen +10% fire Acc +9 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
reinforced leather sling of acid reinforced leather sling of acid4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Ego] Arcane Power 66% Range: 1.1x Uses 40% Wil Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +10 acid While equipped: dps ---------- Dmg.mod +12% acid Slings are used to hurl stones or metal shots at your foes. |
Flashclamor the elven-wood magestaff (129% power, 5 apr, fire element) Flashclamor the elven-wood magestaff (129% power, 5 apr, fire element)5.0 T4 staff 2H weapon Reqs Mag 35 [Rare] Arcane Power 129% Range: 1.2x Uses 80% Mag, 40% Wil Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Dex +6 Con dps ---------- Spell.crit +4% Spell.pwr +12 (+6 eff.) Dmg.mod +6% arcane +25% fire Res.pen +30% arcane ----- def ----- Armour +7 Hardiness +7% Resists +9% light Phys.save +9 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Xerubeth the Blazekin (129% power, 5 apr, fire element) Xerubeth the Blazekin (129% power, 5 apr, fire element)5.0 T4 staff 2H weapon Reqs Mag 35 [Rare] Arcane Power 129% Range: 1.2x Uses 80% Mag, 40% Wil Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +31.00% Spell.pwr +19 (+10 eff.) Melee+ 31 fire Dmg.mod +40% fire Res.pen +25% light +30% fire Melee Ret 10 fire ----- def ----- Die.at -60.00 life ---------- misc See.Invis +13 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short elven-wood starstaff of illumination (129% power, 5 apr, physical element) magewarrior's short elven-wood starstaff of illumination (129% power, 5 apr, physical element)5.0 T4 staff 1H weapon Reqs Mag 35 [Ego+] Nature/Master Power 129% Range: 1.2x Uses 80% Mag, 40% Wil Dmg Physical Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +8% Phys.pwr +9 (+3 eff.) Spell.pwr +18 (+9 eff.) Dmg.mod +25% physical Acc +9 (+3 eff.) ----- def ----- Defense +9 (+4 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 67.69 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
surging elven-wood magestaff of might (129% power, 5 apr, arcane element) surging elven-wood magestaff of might (129% power, 5 apr, arcane element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Arcane Power 129% Range: 1.2x Uses 80% Mag, 40% Wil Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +12 (+6 eff.) S.pwr/crit +4 Dmg.mod +25% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Vilepall (154% power, 5 apr) Vilepall (154% power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Master Power 154% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +30% nature +9% lightning ----- def ----- Crit.chn- 15.00% Die.at -40.00 life Heal.mod +10% Blind- +20% Stun/Frz- +20% One-handed war axes. |
hateful stralite waraxe of rage (140% power, 5 apr) hateful stralite waraxe of rage (140% power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Master/Psionic Power 141% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +8 darkness Against +11% Living While equipped: Stats +6 Str dps ---------- Dmg.mod +8% physical Acc +12 (+4 eff.) One-handed war axes. |
balancing hardened leather belt of burglary balancing hardened leather belt of burglary1.0 T3 belt armor [Ego++] Master While equipped: Stats +8 Dex +9 Cun +8 Lck dps ---------- Phys.crit +8.0% Mind.crit +6% ----- def ----- Stealth +8 ---------- misc T.Disarm +10 Infravis +4 A belt that goes around your waist. |
regal linen cloak of protection (1 def, 0 armour) regal linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Psionic While equipped: Stats +2 Wil ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+3 eff.) Mind.save +11 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe 'Beleregoyon' (0 def, 0 armour) linen robe 'Beleregoyon' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) ----- def ----- Resists +6% lightning +7% all Spell.save +15 (+7 eff.) Die.at -20.00 life Pinning- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven cashmere robe of life (0 def, 0 armour) stormwoven cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +6 Str +4 Mag +5 Wil dps ---------- Dmg.mod +12% lightning +10% physical +8% cold ----- def ----- Resists +11% blight +7% cold +10% lightning +11% all Max.HP +41.00 HP.reg +2.00 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Alosus the pair of iron boots (0 def, 3 armour) Alosus the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Dex +3 Wil +3 Cun dps ---------- Phys.crit +3.0% Crit.mult +10.00% Phys.pwr +15 (+5 eff.) ----- def ----- Armour +3 Fatigue +2% Phys.save +9 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Rimesmasher (0 def, 3 armour) Rimesmasher (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Con +7 Wil dps ---------- Mind.crit +5% Crit.mult +10.00% Mind.pwr +21 (+5 eff.) Res.pen +10% cold +25% mind +8% physical ----- def ----- Armour +3 Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
blood-soaked pair of rough leather boots of rushing (0 def, 1 armour) blood-soaked pair of rough leather boots of rushing (0 def, 1 armour)2.0 T1 feet armor [Ego++] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.crit +4.0% Phys.pwr +4 (+2 eff.) Apr +4 ----- def ----- Armour +1 Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of dwarven-steel boots 'Balechak' (0 def, 4 armour) pair of dwarven-steel boots 'Balechak' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Str +1 Dex +1 Con dps ---------- Mind.pwr +10 (+3 eff.) Res.pen +15% darkness +12% temporal Melee Ret 4 blight ----- def ----- Armour +4 Fatigue +3% Resists +20% darkness +20% temporal Mind.save +9 (+3 eff.) Def/telep +19 Res/telep +14% Dur/telep +15% ---------- misc Equi/ret +0.24 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Corruptiontitan the iron gauntlets (0 def, 1 armour) Corruptiontitan the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Wil dps ---------- Melee+ 6 nature Dmg.mod +3% nature Res.pen +5% arcane Melee Ret 4 nature ----- def ----- Armour +1 Fatigue +1% Resists +6% nature 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 iron gauntlets of dexterity (+2) (0 def, 1 armour) blighted iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 blight Dmg.mod +3% blight Acc +10 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% 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. |
heroic hardened leather gloves of spellstriking (0 def, 5 armour) heroic hardened leather gloves of spellstriking (0 def, 5 armour)1.0 T2 hands armor [Ego++] Arcane/Master While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +5 (+3 eff.) Melee+ 7 arcane Dmg.mod +8% arcane ----- def ----- Armour +5 Resists +3% arcane Mind.save +7 (+3 eff.) Max.HP +52.00 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. |
rough leather gloves of strength (+2) (0 def, 1 armour) rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 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. |
Blastwalker the iron helm (0 def, 5 armour) Blastwalker the iron helm (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Dex +1 Wil +3 Cun dps ---------- Melee Ret 2 lightning ----- def ----- Armour +5 Fatigue +5% Resists +5% arcane ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Mardorothad (0 def, 3 armour) Mardorothad (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Dex +1 Cun +1 Con ----- def ----- Armour +3 Fatigue +5% Resists +5% cold Crit.chn- 10.00% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Ivirin' (0 def, 3 armour) hardened leather cap 'Ivirin' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Mag +4 Wil +6 Cun ----- def ----- Armour +3 Fatigue +3% Resists +8% blight +5% arcane Crit.chn- 15.00% Mind.save +7 (+3 eff.) A cap made of leather. |
iron helm of constitution (+3) (0 def, 3 armour) iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing iron helm of strength (+3) (0 def, 3 armour) stabilizing iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Phys.save +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Khelerak the Kindleglamour (16 def, 15 armour) Khelerak the Kindleglamour (16 def, 15 armour)14.0 T4 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Cun +9 Con dps ---------- Crit.mult +10.00% Dmg.mod +3% light Res.pen +10% mind ----- def ----- Armour +15 Defense +16 (+7 eff.) Fatigue +19% Resists -9% light +12% fire +8% darkness +8% physical Phys.save +29 (+10 eff.) Spell.save +8 (+4 eff.) Mind.save +23 (+8 eff.) ---------- misc Light +1 A suit of armour made of mail. |
stralite mail armour 'Cyrylaith' (4 def, 8 armour) stralite mail armour 'Cyrylaith' (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Spell.crit +2% Dmg.mod +18% blight Res.pen +20% blight +10% arcane ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +6% mind +8% physical Phys.save +18 (+6 eff.) ---------- misc Max.mana +100.00 Max.vim +20.00 A suit of armour made of mail. |
Norgos's Pelt (3 def, 5 armour) Norgos's Pelt (3 def, 5 armour)9.0 T1 light armor [Unique] Master While equipped: Stats +5 Str +15 Con dps ---------- Melee+ 10 % chance to stun ----- def ----- Armour +5 Defense +3 (+1 eff.) Rng.Def +10 (+5 eff.) Fatigue +10% Resists +15% cold ---------- misc Stam/turn +1.00 Max.stam +45.00 A barbarian's garb, made from the hide of a giant bear. Despite the fur, it remains constantly cool to the touch. |
troll-hide hardened leather armour of command (17 def, 11 armour) troll-hide hardened leather armour of command (17 def, 11 armour)9.0 T3 light armor [Ego++] Nature/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +11 Defense +17 (+8 eff.) Fatigue +8% Mind.save +12 (+4 eff.) Max.HP +37.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of leather. |
flaming stralite shield (0 def, 8 armour, 136.5 block) flaming stralite shield (0 def, 8 armour, 136.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 7 fire Melee Ret 7 fire ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Floehash (20/20, 152% power, 14 apr) Floehash (20/20, 152% power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Rare] Disrupt Power 152% Range: 1.4x Uses 40% Wil, 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 20 Ranged+ +20 acid Against +20% Unnatural +8% Unliving On Hit.r1 +8 cold On Crit.r2 +8 lightning +8 cold On Hit: * 20% chance to reduce armor by 21% Arrows are used with bows to pierce your foes to death. |
2 agate 2 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. |
203 alchemist agate 203 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. |
9 onyx 9 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. |
Windborne Azurite Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
2 aquamarine 2 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. |
8 lapis lazuli 8 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 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 opal 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. |
2 sapphire 2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.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. |
miner's iron pickaxe (dig speed 28 turns) miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 emerald 5 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(109 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Dagotoblek' brass lantern 'Dagotoblek'2.0 T1 lite [Rare] Master While equipped: Stats +1 Mag +3 Cun +4 Con dps ---------- Dmg.mod +3% mind Res.pen +10% acid ---------- misc Light +6 See.Invis +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. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
14 garnet 14 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. |
6 ruby 6 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest 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. |
elm totem of healing [power 110] (15 cooldown) elm totem of healing [power 110] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of summon tentacle [power 95] (25 cooldown) elm totem of summon tentacle [power 95] (25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 191 Base Damage: 101 Armor: 0 All Resist: 1 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 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. |
Lightbringer's Wand Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+7 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 59 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
6 quartz 6 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. |
2 amber 2 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. |
12 ametrine 12 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. |
5 citrine 5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Wyrd the Doomelf Wyrmic level 26
152nd Vengeance 123rd year of Ascendancy at 13:05 see stats
By Wyrd the Doomelf Wyrmic level 10
72nd Vengeance 123rd year of Ascendancy at 00:48 see stats
By Wyrd the Doomelf Wyrmic level 20
118th Vengeance 123rd year of Ascendancy at 18:37 see stats
By Wyrd the Doomelf Wyrmic level 30
154th Vengeance 123rd year of Ascendancy at 08:08 see stats
By Wyrd the Doomelf Wyrmic level 22
119th Vengeance 123rd year of Ascendancy at 15:36 see stats
By Wyrd the Doomelf Wyrmic level 30
154th Vengeance 123rd year of Ascendancy at 13:11 see stats
By Wyrd the Doomelf Wyrmic level 23
119th Vengeance 123rd year of Ascendancy at 17:48 see stats
Log
Wyrd picks up (Y.): Rimesmasher (0 def, 3 armour).
Wyrd picks up (O.): Flashclamor the elven-wood magestaff (129% power, 5 apr, fire element).
Talent Overwhelm is ready to use.
--------------------------------
Talent Rune: Shatter Afflictions is ready to use.
Talent Rune: Shielding is ready to use.
--------------------------------
Talent Drakeheart is ready to use.
Talent Haste of the Doomed is ready to use.
--------------------------------
Talent Quick as Thought is ready to use.
--------------------------------
Talent Gathering Avalanche is ready to use.
--------------------------------
Resting starts...
Talent Rush is ready to use.
Talent Blinding Speed is ready to use.
Rested for 50 turns (stop reason: all resources and life at maximum).
--------------------------------
Ran for 25 turns (stop reason: interesting terrain).
--------------------------------
There is a hidden vault here (press '' or right click to use).