Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Possessor Tweaks 1.5.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Marksman 1.4.9A complete rework for Archer. Easy Map v2 1.5.10Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.5.0Official 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:
Embers of Rage 1.5.0Official 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:
Items Vault 1.5.0Donators/Buyers bonus! Nekarcos's Quality of Life 04: Healing Reduction 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log 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: Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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.
Rage Quit 1.5.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Better Item Description 1.5.10This 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 Odyssey of The Summoner 1.5.5This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: The Auto Attack Key 1.3.1Auto attack key. Pressing a bindable key (default "x") causes the your character to take an automated combat action for 1 turn. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Skeleton |
Class | Marksman |
Level / Exp | 31 / 22% |
Size | medium |
Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
Strength | 77 (base 51) |
Dexterity | 88 (base 55) |
Constitution | 34 (base 21) |
Magic | 11 (base 10) |
Willpower | 24 (base 10) |
Cunning | 47 (base 18) |
Resources
Life | 799/992 |
Mana | 0/350 |
Stamina | 187/187 |
Healing Factor | 1.3964705882353 |
Regeneration | 0.90770588235294 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 114 |
Accuracy | 79 |
Crit Chance | 58% |
APR | 7 |
Speed | 0.89 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Lightning | +14% |
Nature | +20% |
Temporal | +14% |
Darkness | +8% |
Physical | +19% |
Mind | +24% |
All | +2% |
Offense: Damage Penetration
Darkness | +20% |
Physical | +32% |
Temporal | +11% |
Defense: Base
Armour (hardiness) | 43 (68.536585365854%) |
Defense | 47 |
Ranged Defense | 47 |
Fatigue | 0 |
Physical Save | 55 |
Spell Save | 51 |
Mental Save | 37 |
Defense: Resistances
Acid | + 24%( 70%) |
Blight | + 18%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 27%( 70%) |
All | + 4%( 70%) |
Lightning | + 4%( 70%) |
Light | + 10%( 70%) |
Temporal | + 4%( 70%) |
Physical | + 12%( 70%) |
Darkness | + 18%( 70%) |
Fire | + 13%( 70%) |
Nature | + 60%( 70%) |
Defense: Immunities
Disarm Resistance | 25% |
Bleed Resistance | 100% |
Confusion Resistance | 10% |
Fear Resistance | 100% |
Teleport Resistance | 10% |
Poison Resistance | 100% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 34%, your defense is increased by 34 and all your resistances by 34%. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 335 damage for 6 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 390 damage for 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Sniper | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Munitions | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Archery training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Effects
talent | Trained Reactions |
talent | Piercing Ammunition |
talent | Chant of Fortitude |
talent | Precise Strikes |
talent | Intuitive Shots |
beneficial effect | The target's appearance has been altered. Cloak of Deception |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 335. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 precision. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed green worm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. 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 minotaur nose. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed skeleton mage skull. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Arokira (0 def, 3 armour) Arokira (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Dex +3 Cun +2 Con ----- def ----- Armour +3 Fatigue +3% Resists +6% cold Phys.save +13 (+4 eff.) Spell.save +20 (+7 eff.) Mind.save +10 (+4 eff.) Max.HP +40.00 Disarm- +25% Teleport- +10% A pair of boots made of leather. |
Quiver | high-capacity quiver of ash arrows of crippling (42/42, 19.5-27.3 power, 7 apr) high-capacity quiver of ash arrows of crippling (42/42, 19.5-27.3 power, 7 apr)3.0 T2 arrow ammo [Ego+] Master Power 19.5 - 27.3 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +7 Crit +15.5% Capacity 42 On Crit: * cripple the target While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
Light source | Hathador Hathador1.0 T5 lite [Rare] Nature While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Dmg.mod +12% mind Acc +8 (+1 eff.) ----- def ----- Armour +12 Phys.save +10 (+3 eff.) HP.reg +0.40 Heal.mod +22% ---------- misc Light +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)3.0 T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Technique/Field control Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Tool | Obsidianfist the voratun pickaxe (dig speed 23 turns) Obsidianfist the voratun pickaxe (dig speed 23 turns)3.0 T5 digger tool [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +8% nature +6% darkness Res.pen +20% darkness On Hit (Melee): * 30% chance to blind * 15% chance to inflict 15% damage reduction ----- def ----- Resists +13% nature +6% light While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | savage's stralite ring of blinding strikes savage's stralite ring of blinding strikes0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Con dps ---------- Melee+ 30 light Ranged+ 24 light On Hit (Melee): * 14% chance to blind On Hit (Ranged): * 14% chance to blind ----- def ----- Spell.save +18 (+6 eff.) ---------- misc Max.stam +22.00 Rings can have magical properties. |
On fingers | pixie's stralite ring of blinding strikes pixie's stralite ring of blinding strikes0.1 T4 ring jewelry [Ego++] Arcane While equipped: Stats +3 Cun +4 Mag dps ---------- Spell.pwr +9 (+4 eff.) Melee+ 32 light Ranged+ 34 light On Hit (Melee): * 19% chance to blind On Hit (Ranged): * 23% chance to blind Rings can have magical properties. |
Around waist | Jetrazor of the Blightspawn Jetrazor of the Blightspawn1.0 T3 belt armor [Random Unique] Master While equipped: Stats +5 Dex -6 Mag +10 Cun dps ---------- Phys.crit +8.0% Mind.crit +8% Mind.pwr +2 (+1 eff.) ----- def ----- Armour +5 Defense +8 (+2 eff.) Resists +6% acid +9% fire +5% arcane +9% cold Phys.save +13 (+4 eff.) Spell.save +20 (+7 eff.) ---------- misc Equi/ret +0.04 A belt that goes around your waist. |
In main hand | keeper's yew longbow of true flight keeper's yew longbow of true flight4.0 T3 longbow 2H weapon [Ego++] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +9 While equipped: dps ---------- Phys.crit +11.0% Dmg.mod +17% physical +12% temporal Res.pen +11% physical +11% temporal Acc +14 (+2 eff.) ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
On hands | brawler's dwarven-steel gauntlets of dispersion (0 def, 2 armour) brawler's dwarven-steel gauntlets of dispersion (0 def, 2 armour)1.5 T3 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Dex +3 Mag +5 Wil +3 Cun dps ---------- Melee+ 7 arcane ----- def ----- Armour +2 Resists +5% arcane Phys.save +7 (+2 eff.) ---------- misc Cooldown Double Strike -1 Disperse Magic: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Cloak | Lightningbender the elven-silk cloak (3 def, 0 armour) Lightningbender the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning Acc +18 (+3 eff.) On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +3 (+1 eff.) Fatigue -9% Resists +15% nature +9% cold Max.HP +61.00 ---------- misc Max.stam +22.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Fanged Collar 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 (+5 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. |
Inventory
Elixir of Focus Elixir of Focus0.0 potion [Plot Item] Nature Grant you two additional class talent points. A vial of clear, steaming fluid. |
Rune of the Rift (246.00 temporal damage, removed from time 4 turns) Rune of the Rift (246.00 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 280.44 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 15; dur 5) phase door rune (range 10; power 15; dur 5)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 288 for 4 turns) shielding rune of the sneak (absorb 288 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 288 damage for 4 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 ability. |
shielding rune of the titan (absorb 325 for 5 turns) shielding rune of the titan (absorb 325 for 5 turns)0.1 T2 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 create a protective shield absorbing at most 325 damage for 5 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 ability. |
vision rune of the sneak (radius 10; dur 15; see dragon) vision rune of the sneak (radius 10; dur 15; see dragon)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 21) for 15 turns. Your mind will become more receptive for 15 turns, allowing you to sense any dragon around. 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 ability. |
Choker of Dread Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Ereronik Ereronik0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun +9 Con dps ---------- Mind.crit +4% Mind.pwr +16 (+6 eff.) Dmg.mod +15% mind Res.pen +25% mind ---------- misc Max.hate +10.00 Amulets can have magical properties. |
Garkul's Teeth Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+6 eff.) Mind.save +18 (+7 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.0 Pwr.cost 10 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 256.00 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. This item has been sent to the Item's Vault. |
starseer's gold amulet of teleportation starseer's gold amulet of teleportation0.1 T3 amulet jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) Dmg.mod +5% darkness +5% temporal +6% light +5% physical ----- def ----- Teleport- +50% Teleport you randomly (rad 30) Puts all charms on 15 cooldown Amulets can have magical properties. |
wanderer's gold amulet of manastreaming wanderer's gold amulet of manastreaming0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +3 Mag +4 Cun +6 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +0.50 ---------- misc Stam/turn +0.30 Mana/turn +0.13 Max.mana +24.00 Amulets can have magical properties. |
Nerota Nerota0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Con dps ---------- Dmg.mod +11% lightning On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +7% blight +13% nature +22% lightning Spell.save +12 (+4 eff.) Poison- +14% Disease- +10% ---------- misc Max.stam +13.00 Rings can have magical properties. |
Ring of Growth Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +0.15 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Strikewarden Strikewarden0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Crit.mult +9.00% Dmg.mod +3% lightning ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +3% lightning +2% physical HP.reg +2.90 Stun/Frz- +31% Rings can have magical properties. |
Tarrydir the gold ring Tarrydir the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +13% physical ----- def ----- Resists +6% blight +13% physical +3% light Mind.save +15 (+6 eff.) Cut- +10% Rings can have magical properties. |
gold ring of blinding strikes gold ring of blinding strikes0.1 T3 ring jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 20 light Ranged+ 24 light On Hit (Melee): * 13% chance to blind On Hit (Ranged): * 14% chance to blind Rings can have magical properties. |
rogue's stralite ring of fire (+28%) rogue's stralite ring of fire (+28%)0.1 T4 ring jewelry [Ego] Nature/Master While equipped: Stats +6 Cun dps ---------- Dmg.mod +14% fire ----- def ----- Defense +12 (+4 eff.) Resists +28% fire Rings can have magical properties. |
savage's copper ring of life savage's copper ring of life0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +1 Con ----- def ----- Spell.save +11 (+4 eff.) Max.HP +43.00 HP.reg +0.80 Heal.mod +12% ---------- misc Max.stam +13.00 Rings can have magical properties. |
sneakthief's steel ring of blinding strikes sneakthief's steel ring of blinding strikes0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Cun +5 Dex dps ---------- Melee+ 20 light Ranged+ 21 light Acc +7 (+1 eff.) On Hit (Melee): * 10% chance to blind On Hit (Ranged): * 10% chance to blind Rings can have magical properties. |
voratun ring 'Starrain' voratun ring 'Starrain'0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +2 Mag dps ---------- Res.pen +20% light Melee Ret 20 light ----- def ----- Fatigue -6% Resists +8% blight +11% nature +6% light Poison- +19% Disease- +10% ---------- misc Infravis +3 Rings can have magical properties. |
Dagger of the Past (25-32.5 power, 20 apr) Dagger of the Past (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Mag 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Acc+ +0.5% APR / acc Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+3 eff.) Spell.save +10 (+4 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Moon (30-39 power, 30 apr) Moon (30-39 power, 30 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 30.0 - 39.0 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +30 Crit +10.0% Atk.spd 100% Melee+ +20 darkness While equipped: dps ---------- Dmg.mod +10% darkness ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Colaryem (48-76.8 power, 12 apr) Colaryem (48-76.8 power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 130% Str Acc+ +0.4% crit.pwr / acc Apr +12 Crit +11.0% Atk.spd 56% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Morrigor (50-70 power, 12 apr) Morrigor (50-70 power, 12 apr)3.0 T4 longsword 1H weapon Reqs Mag 40 [Unique] Arcane/Unknown Power 50.0 - 70.0 Physical Uses 60% Mag, 60% Str Acc+ +0.4% crit.pwr / acc Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 5.61 arcane and 5.94 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+12 eff.) ---------- misc Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Sword of Potential Futures (28-39.2 power, 10 apr) Sword of Potential Futures (28-39.2 power, 10 apr)3.0 T3 longsword 1H weapon Reqs Mag 24 [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Acc+ +0.4% crit.pwr / acc Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Wintertide (39-54.6 power, 10 apr) Wintertide (39-54.6 power, 10 apr)3.0 T5 longsword 1H weapon [Unique] Arcane Power 39.0 - 54.6 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +10 Crit +10.0% Atk.spd 100% Melee+ +25 ice On Hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 68.35 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. While equipped: dps ---------- Dmg.mod +20% cold Melee Ret 40 ice ----- def ----- Resists +25% cold Ice.pen +35% No Winter Storm Active Precipitate ice walls (lasting 10 turns) within your Winter Storm's area. Uses 30 power out of 40/40 The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
Witch-Bane (42-58.8 power, 4 apr) Witch-Bane (42-58.8 power, 4 apr)3.0 T5 longsword 1H weapon [Unique] Nature/Disrupt Power 42.0 - 58.8 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +20.0% Atk.spd 100% On Hit: * 50 arcane resource burn While equipped: ----- def ----- Resists +15% blight -15% physical +15% all ---------- misc Cooldown Mana Clash -2 Aura of Silence -2 A thin voratun blade with an ivory handle wrapped in purple cloth. The weapon is nearly as legendary as its former owner, Marcus Dunn, and was thought to have been destroyed after Marcus was slain near the end of the Spellhunt. It seems somebody well versed in antimagic could use it to its fullest potential. |
Psionic Fury (12-13.2 power, 25 apr, mind damage) Psionic Fury (12-13.2 power, 25 apr, mind damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 12.0 - 13.2 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +25 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +8% Mind.pwr +10 (+4 eff.) Dmg.mod +15% mind +5% physical ----- def ----- Resists +10% mind Release a wave of psionic power, dealing 115.57 mind damage (based on Willpower) to all within radius 5. Uses 40 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element) Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 20.0 - 24.0 Arcane Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+10 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Staff of Bones (20-24 power, 4 apr, darkness element) Staff of Bones (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Power 20.0 - 24.0 Darkness Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+10 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Spell/Necrotic minions +0.10 Spell/Shades +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Necrosis +0.10 Spell/Advanced necrotic minions It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
Girdle of the Calm Waters Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Jaw of Rogroth Jaw of Rogroth1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Cloak of Deception Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Ravenire of the Blightspawn (2 def, 0 armour) Ravenire of the Blightspawn (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +14 Wil +2 Cun dps ---------- Mind.crit +6% Crit.mult +5.00% Melee Ret 8 arcane On Melee Ret: * 23% chance to disease * 23% chance to inflict 15% damage reduction ----- def ----- Defense +2 (+0 eff.) Spell.save +8 (+3 eff.) ---------- misc Mana/s.crit +1.00 Max.mana +55.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Sparkpierce' (15 def, 5 armour) elven-silk cloak 'Sparkpierce' (15 def, 5 armour)2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +3 Str +7 Dex +3 Cun +4 Con dps ---------- Dmg.mod +6% lightning Res.pen +5% lightning +20% mind On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +5 Defense +15 (+5 eff.) Resists +3% mind Phys.save +17 (+5 eff.) Spell.save +8 (+3 eff.) Mind.save +14 (+5 eff.) ---------- misc Stam/turn +0.80 Mana/turn -0.38 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bethibeth the silk robe (3 def, 0 armour) Bethibeth the silk robe (3 def, 0 armour)2.0 T4 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +6 Str +16 Mag +6 Wil dps ---------- Dmg.mod +17% lightning +23% physical +26% blight +11% cold +12% temporal Res.pen +5% blight +10% temporal +10% physical Melee Ret 4 blight On Hit (Melee): * 20% chance to disease ----- def ----- Defense +3 (+1 eff.) Resists +20% blight +13% cold +3% acid +10% lightning Anom.red +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's woollen robe of life (0 def, 0 armour) dreamer's woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +17% blight +12% mind +14% darkness Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +20 (+7 eff.) Max.HP +50.00 HP.reg +1.50 Heal.mod +14% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. It was hardened by the digestive sack. |
Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Fatigue +1% Resists +12% arcane Res.Cap +5% arcane Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Ruthless Grip (0 def, 5 armour) Ruthless Grip (0 def, 5 armour)1.5 T4 hands armor [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Frost Grab: Level 4.0 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for 7 turns. The ice will also deal 35.26 cold damage. The damage and chance to slow will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 T3 hands armor [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Tyromiblek (0 def, 2 armour) Tyromiblek (0 def, 2 armour)1.5 T3 hands armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +2 Cun dps ---------- Phys.crit +11.0% Spell.crit +10% Mind.crit +11% Crit.mult +7.00% Mind.pwr +2 (+1 eff.) Melee+ 8 fire Dmg.mod +6% mind +5% fire On Melee Ret: * 23% chance to reduce effective powers by 20% * 20 arcane resource burn ----- def ----- Armour +2 Resists +7% fire Spell.save +11 (+4 eff.) ---------- misc Max.hate +8.00 Max.psi +20.00 Metal gloves protecting the hands up to the middle of the lower arm. |
corrosive dwarven-steel gauntlets of the nighthunter (0 def, 2 armour) corrosive dwarven-steel gauntlets of the nighthunter (0 def, 2 armour)1.5 T3 hands armor [Ego+] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 8 acid Dmg.mod +6% acid Acc +8 (+1 eff.) ----- def ----- Armour +2 Resists +8% darkness +7% acid ---------- misc Infravis +2 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 26 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves of dispersion (0 def, 2 armour) hardened leather gloves of dispersion (0 def, 2 armour)1.0 T3 hands armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Melee+ 8 arcane ----- def ----- Armour +2 Resists +3% arcane Disperse Magic: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. 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) restful dwarven-steel gauntlets of the juggernaut (0 def, 2 armour)1.5 T3 hands armor [Ego+] Master/Psionic While equipped: Stats +4 Con ----- def ----- Armour +2 Phys.save +10 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) HP.reg +1.00 Disarm- +31% ---------- misc Stam/turn +1.10 Max.stam +10.00 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.8 Pwr.cost 30 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 34% and provides a 19% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of Burning Pain (11 def, 0 armour) Crown of Burning Pain (11 def, 0 armour)4.0 T3 head armor [Unique] Arcane While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +30% fire ----- def ----- Armour +0 Defense +11 (+3 eff.) Fatigue +4% Resists +30% fire Meteor Rain: Level 2.0 Pwr.cost 30 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 30.40 fire and 35.47 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+5 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
enlightening stralite plate armour (7 def, 13 armour) enlightening stralite plate armour (7 def, 13 armour)17.0 T4 massive armor Reqs Heavy Armour Training 3 [Ego+] Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +13 Defense +7 (+2 eff.) Fatigue +26% Mind.save +19 (+7 eff.) A suit of armour made of metal plates. |
Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)6.0 T3 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+4 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Piercing Gaze (5 def, 25 armour, 180 block) Piercing Gaze (5 def, 25 armour, 180 block)7.0 T4 shield armor [Unique] Arcane While equipped: ----- def ----- Armour +25 Defense +5 (+1 eff.) Rng.Def +10 (+3 eff.) Fatigue +12% Resists +10% acid +10% physical +10% lightning +10% fire ---------- misc Talents +4 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Essence of Bearness Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
Delorab the quiver of yew arrows (21/21, 32.5-45.5 power, 10 apr) Delorab the quiver of yew arrows (21/21, 32.5-45.5 power, 10 apr)3.0 T3 arrow ammo [Random Unique] Nature/Disrupt/Master Power 32.5 - 45.5 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +17.0% Capacity 21 Proj.spd +200% Ranged+ +24 manaburn arcane On Crit.r2 +4 acid On Hit: * 20 arcane resource burn * Slows global speed by 40% * 10% chance to create an air burst On Crit: * cripple the target * burns latent spell energy Arrows are used with bows to pierce your foes to death. |
Falagrim the quiver of dragonbone arrows (19/19, 52-72.8 power, 18 apr) Falagrim the quiver of dragonbone arrows (19/19, 52-72.8 power, 18 apr)3.0 T5 arrow ammo [Rare] Nature Power 52.0 - 72.8 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +18 Crit +3.0% Capacity 19 Ranged+ +17 temporal +17 nature +12 mind On Hit.r1 +28 mind On Crit.r2 +16 mind Arrows are used with bows to pierce your foes to death. |
11 agate 11 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. |
72 alchemist agate 72 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. |
13 onyx 13 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. |
5 aquamarine 5 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. |
4 lapis lazuli 4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 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. |
12 opal 12 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. |
5 sapphire 5 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
8 emerald 8 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. |
4 jade 4 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. |
11 spinel 11 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
7 turquoise 7 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Chamyzor the alchemist's lamp Chamyzor the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +4 Wil dps ---------- S.pwr/crit +10 Melee Ret 12 blight ----- def ----- Resists +6% mind Phys.save +8 (+3 eff.) Heal.mod +18% ---------- misc Mana/turn +0.16 Max.mana +100.00 Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 61.28 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 61.28 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
ethereal alchemist's lamp of corpselight ethereal alchemist's lamp of corpselight0.0 T3 lite [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.crit +5% Spell.pwr +11 (+5 eff.) ----- def ----- Resists +8% blight +10% darkness ---------- misc Light +5 Infravis +4 See.Invis +6 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 20 blight damage or heals 30 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
16 garnet 16 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. |
4 ruby 4 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 Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) 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. |
Belossra the Brightwrecker [power 201] (6 cooldown) Belossra the Brightwrecker [power 201] (6 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +2 Str dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Melee Ret 8 physical ----- def ----- Armour +6 Resists +3% fire Die.at -60.00 life Heal.mod +15% Fire a blast of psionic energies in a range 7 beam dealing 102.51 to 205.02 mind damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
Lelileg [power 55] (20 cooldown) Lelileg [power 55] (20 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +15% blight +12% physical Res.pen +10% blight Apr +2 ---------- misc Stam/turn +0.40 Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 55 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. |
Unrolen the Chargelash [power 28] (30 cooldown) Unrolen the Chargelash [power 28] (30 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Mind.crit +3% Dmg.mod +9% lightning ----- def ----- Mind.save +15 (+6 eff.) ---------- misc Psi/ret +0.16 Hate/m.crit +2.00 Teleport randomly (rad 28) Puts all charms on 30 cooldown 100% to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of clear mind 'Armokan' [power 2] (10 cooldown) dwarven-steel torque of clear mind 'Armokan' [power 2] (10 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +10% mind ----- def ----- Resists +9% acid +2% physical +3% temporal Stun/Frz- +20% ---------- misc Wards +1 physical +3 mind +3 darkness Talents +1 Ward Absorb and nullify at most 2 detrimental mental status effects in the next 10 turns Puts all charms on 10 cooldown Torques are made by powerful psionics to store psionic powers. |
voratun torque of kinetic psionic shield 'Gloomorder' [power 105] (20 cooldown) voratun torque of kinetic psionic shield 'Gloomorder' [power 105] (20 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% mind +15% darkness Res.pen +25% mind Melee Ret 8 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 105 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
elven-wood totem of healing 'Eareziladas' [power 197] (20 cooldown) elven-wood totem of healing 'Eareziladas' [power 197] (20 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +10% mind +20% physical Melee Ret 12 mind ----- def ----- Armour +6 Heal.mod +10% ---------- misc Psi/ret +0.32 Talents +4 Lay Web Cooldown Lay Web -1 Heal a target within range 7 (based on Willpower) for 197 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
10 amethyst 10 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. |
Jetnigh of the Blightspawn [power 271] (10 cooldown) Jetnigh of the Blightspawn [power 271] (10 cooldown)2.0 T4 wand charm [Random Unique] Arcane While equipped: Stats +1 Mag dps ---------- On Melee Ret: * 24% chance to disease * 29% chance to inflict 15% damage reduction ----- def ----- Fatigue -12% HP.reg +0.40 ---------- misc Wards +1 lightning +3 temporal +3 blight +3 fire +1 cold Talents +1 Ward +3 Strike Cooldown Strike -1 Fire a bolt of a random element with (base) damage 136 to 271 Puts all charms on 10 cooldown 100% to regenerate 5 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded elven-wood wand of clairvoyance [power 13] (6 cooldown) warded elven-wood wand of clairvoyance [power 13] (6 cooldown)2.0 T4 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +3 lightning +2 temporal +3 blight +3 fire +4 cold Talents +1 Ward Reveal the area around you, dispelling darkness (radius 13, power 39 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded yew wand of conjuration [power 241] (10 cooldown) warded yew wand of conjuration [power 241] (10 cooldown)2.0 T3 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +2 lightning +2 temporal +3 blight +2 fire +2 cold Talents +1 Ward Fire a bolt of a random element with (base) damage 120 to 241 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 quartz 7 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. |
3 amber 3 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. |
8 ametrine 8 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 citrine 6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon 11 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 Ivinn the Skeleton Marksman level 20
75th Haze 122nd year of Ascendancy at 08:32 see stats
By Ivinn the Skeleton Marksman level 29
33rd Regrowth 123rd year of Ascendancy at 02:52 see stats
By Ivinn the Skeleton Marksman level 21
76th Haze 122nd year of Ascendancy at 04:49 see stats
By Ivinn the Skeleton Marksman level 29
31st Regrowth 123rd year of Ascendancy at 11:34 see stats
By Ivinn the Skeleton Marksman level 28
29th Regrowth 123rd year of Ascendancy at 08:11 see stats
By Ivinn the Skeleton Marksman level 20
72nd Haze 122nd year of Ascendancy at 06:18 see stats
By Ivinn the Skeleton Marksman level 23
1st Regrowth 123rd year of Ascendancy at 20:03 see stats
By Ivinn the Skeleton Marksman level 12
37th Dusk 122nd year of Ascendancy at 15:35 see stats
By Ivinn the Skeleton Marksman level 21
4th Decay 122nd year of Ascendancy at 04:15 see stats
By Ivinn the Skeleton Marksman level 16
44th Haze 122nd year of Ascendancy at 14:06 see stats
By Ivinn the Skeleton Marksman level 19
69th Haze 122nd year of Ascendancy at 00:13 see stats
By Ivinn the Skeleton Marksman level 24
10th Regrowth 123rd year of Ascendancy at 02:11 see stats
By Ivinn the Skeleton Marksman level 21
76th Haze 122nd year of Ascendancy at 03:00 see stats
By Ivinn the Skeleton Marksman level 10
4th Flare 122nd year of Ascendancy at 01:39 see stats
By Ivinn the Skeleton Marksman level 20
71st Haze 122nd year of Ascendancy at 11:21 see stats
By Ivinn the Skeleton Marksman level 30
44th Regrowth 123rd year of Ascendancy at 01:24 see stats
By Ivinn the Skeleton Marksman level 30
56th Regrowth 123rd year of Ascendancy at 17:40 see stats
By Ivinn the Skeleton Marksman level 16
17th Haze 122nd year of Ascendancy at 13:56 see stats
By Ivinn the Skeleton Marksman level 8
2nd Summertide 122nd year of Ascendancy at 20:36 see stats
By Ivinn the Skeleton Marksman level 21
76th Haze 122nd year of Ascendancy at 04:49 see stats
By Ivinn the Skeleton Marksman level 30
45th Regrowth 123rd year of Ascendancy at 12:17 see stats
By Ivinn the Skeleton Marksman level 16
45th Haze 122nd year of Ascendancy at 04:37 see stats
By Ivinn the Skeleton Marksman level 8
10th Mirth 122nd year of Ascendancy at 14:01 see stats
By Ivinn the Skeleton Marksman level 24
9th Regrowth 123rd year of Ascendancy at 18:12 see stats
By Ivinn the Skeleton Marksman level 15
11st Haze 122nd year of Ascendancy at 04:01 see stats
By Ivinn the Skeleton Marksman level 28
30th Regrowth 123rd year of Ascendancy at 13:12 see stats
Log
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Today is the 76th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 17:56.
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You can feel tremors in the worm.. A gastric wave is coming! Dodge to an alcove!
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The gastric wave is upon you!
Ran for 6 turns (stop reason: detrimental status effect).
--------------------------------
Ivinn activates Chant of Fortitude.
--------------------------------
Ivinn deactivates Trained Reactions.
Ivinn deactivates Precise Strikes.
Ivinn deactivates Intuitive Shots.
Ivinn deactivates Chant of Fortitude.
Ivinn deactivates Piercing Ammunition.