














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Easy Map v2 1.6.0Description 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: Allow Respec Anywhere 1.2.3Lumberjack on the Map 1.3.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Possessor Bonus Class 1.6.6Donators/Buyers bonus! 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. Point Credits 1.6.0Allows you to spend an unlimited amount of class, generic, stat, category and prodigy points by digging into negative values, as deep as you want to. This addon presents an unique approach to the "I want more (insert type here) points for my character!" problem. Instead of simply adding +N more points to spend each level, it allows you to use as many points as you wish - you'll simply go into negative values if you don't have any points at the moment, effectively "loaning" them. From whom? For what fee? What's the due date? Who knows! Maybe the Eidolon's feeling like doing some commerce, or maybe the divines are smiling at you! All that matters is that all those points are yours to spend *now*! If you want, you can get those elusive talents up to survive in early game and compensate for them later as you level up, eventually balancing out... or get yourself all these cool talents you really wanted to have and learn than the build of your dream will forever be short of 24 generics, 6 class points, inscription and a prodigy. :> No actual penalties for loaning the points are implemented or intended to be implemented. Design premisesWhile there's already a lot of addons that grant characters more points, they are often found suffering from some significant flaws - like surplus points dangling when all desired talents have already been developed, or still insufficient amount of points despite all the extra ones, or an uneven point gain curve when one's struggling with point deficit in the early game but has a large surplus of unused points in the late game, or the difficulty to gauge the unbalanceness of the current build at a given moment of time... and so on. With point loaning, however, you can have as many or as few extra points as you wish, and always know how strongly you deviate from the intended game balance curve. I love this particular approach, and it is my hope that it will appeal to many other players, as well. :> Compatibility
Pecks
Ashes of Urh'Rok 1.6.7Official 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:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.6.7Official 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:
NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: 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. Merchant on the Map 1.6.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.6.0Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Infinite Dungeon Merchants 1.6.04 NPCs will now spawn in Infinite Dungeon that can sell spells trees, stat points, sub stats & can imbue items for you. There are 19 talent trees (249 talents) available for purchase: Can increase your stats and sub stats: Imbue items: The NPCs that spawn are: Adriel, Sun Paladin, Zemek & Gurock. They are broken down into catagories Adriel=nature SunPaladin=combat Zemek=spells Gurock=tinkerer.
If you are interested in a main story mode version you can get it here: Big thanks to hunter on te4.org for testing features and giving feedback! This addon would not have been possible without him! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Turn Separators v2 1.6.0Description 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: Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Spell Merchants 1.6.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Better Item Description 1.6.6This 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 Arcanum Class Pack 1.6.7Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Ghoul |
| Class | Archmage (Technomancer) |
| Level / Exp | 49 / 71% |
| Size | medium |
| Lifes / Deaths | Killed by Neriyatta the Zemek at level 11 on the 56th Dusk 122nd year of Ascendancy at 17:11 0 / 7Killed by tempest at level 11 on the 59th Dusk 122nd year of Ascendancy at 04:20 Killed by Ivata the lesser vampire at level 14 on the 74th Dusk 122nd year of Ascendancy at 08:03 Killed by Islobeth at level 18 on the 3rd Haze 122nd year of Ascendancy at 19:51 Killed by AkaviriBlade at level 29 on the 70th Haze 122nd year of Ascendancy at 01:03 Killed by elven corruptor at level 32 on the 2nd Wintertide 123rd year of Ascendancy at 11:03 Killed by Doomed Shade of Islobeth at level 45 on the 20th Dusk 123rd year of Ascendancy at 05:46 |
Primary Stats
| Strength | 97 (base 60) |
| Dexterity | 89 (base 60) |
| Constitution | 115 (base 60) |
| Magic | 98 (base 60) |
| Willpower | 87 (base 60) |
| Cunning | 94 (base 60) |
Resources
| Mana | 133/444 |
| Psi | 177/177 |
| Vim | 263/282 |
| Life | 1266/1900 |
| Steam | 122/122 |
| Healing Factor | 1.0526315789473 |
| Regeneration | 16.531243010418 |
Speed
| Mental | +7.2% |
| Attack | +7.2% |
| Movement | +154.88356527926% |
| Spell | +62.024632688011% |
| Global | +113.13333333333% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 12 |
| See Stealth | 57.521131486849 |
| See Invisible | 75.521131486849 |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 67 |
| Crit Chance | 57% |
| APR | 18 |
| Speed | 0.93 |
Offense: Offhand
| Damage | 30 |
| Accuracy | 67 |
| Crit Chance | 55% |
| APR | 16 |
| Speed | 0.93 |
Offense: Spell
| Spellpower | 127 |
| Crit Chance | 86% |
| Speed | 0.61719010462166 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 78 |
| Crit Chance | 36% |
| Speed | 0.93283582089552 |
Offense: Damage Bonus
| Arcane | +102% |
| Mind | +36% |
| All | +20% |
| Lightning | +175% |
| Light | +32% |
| Temporal | +67% |
| Physical | +66% |
| Cold | +109% |
| Fire | +176% |
| Darkness | +40% |
Offense: Damage Penetration
| Acid | +37% |
| Lightning | +111% |
| Cold | +42% |
| Mind | +43% |
| Arcane | +42% |
| Fire | +86% |
| All | +27% |
Defense: Base
| Armour (hardiness) | 69.68 (76.376569037657%) |
| Defense | 122 |
| Ranged Defense | 130 |
| Fatigue | 0 |
| Physical Save | 71 |
| Spell Save | 66 |
| Mental Save | 56 |
Defense: Resistances
| Nature | + 53%( 70%) |
| Lightning | + 53%( 70%) |
| Light | + 53%( 70%) |
| Temporal | + 53%( 70%) |
| Darkness | + 53%( 70%) |
| Arcane | + 80%( 80%) |
| Cold | + 53%( 70%) |
| All | + 30%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 20% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 29% |
| Silence Resistance | 80% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.3 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 590 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.3 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 9 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 237 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.3 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.8 steam per turn. Can be activated for an instant burst of 59 steam. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.3 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 11 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 1143 damage for 6 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.3 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (62% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Spell / Occult technomancy | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Terrene technomancy | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Arcane | 1.70 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Meta | 1.80 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Temporal | 1.60 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Galvanic technomancy | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Spell / Arcane elements | 1.60 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Phantasm | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.60 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Wildfire | 1.60 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Vile life | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Undead / Ghoul | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Divination | 1.60 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.30 |
| 2/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| Steamtech / Chemistry | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Stone alchemy | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.60 |
| 4/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Chant of Fortitude |
| talent | Arcane Shield |
| talent | Thunderstorm |
| talent | Tempest |
| talent | Automated Cloak Tessellation |
| talent | Spellcraft |
| talent | Wildfire |
| talent | Galvanic Arcing |
| talent | Hurricane |
| talent | Mage Wind |
| talent | Mage Armour |
| talent | Feather Wind |
| talent | Quicken Spells |
| talent | Elemental Discord |
| talent | Burning Wake |
| talent | Metaphasic Spin |
| talent | Cryogenic Digs |
| talent | Beyond the Flesh |
| talent | Shielding |
| talent | Essence of Speed |
| talent | Arcane Depths |
| talent | Disruption Shield |
| talent | Arcane Power |
| beneficial effect | Rods available: Galvanic Rods- Rod (1): available - Rod (2): available - Rod (3): available |
| detrimental effect | Zone-wide effect: +20 mindpower, +2 life regen, -1 equilibrium per turn, -20% resistance penetration. Natural Aura |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. 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 have encountered a dying sun paladin that told you about the orcs breeding pit, a true abomination. Desperate MeasuresYou have taken upon yourself to cleanse it and deal a crippling blow to the orcs. | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You failed to protect the lone alchemist from death by Islobeth. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You abandoned lost defiler to death. Escort: lost defiler (level 8 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)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 failed to protect the lost warrior from death by Layivena the vampire. Escort: lost warrior (level 7 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Islobeth. Escort: temporal explorer (level 1 of Daikara) | failed |
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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 fire 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. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe Grand Corruptor died during the attack before he had time to teach you his ways. | failed |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Blazelady (25-30 power, 5 apr, lightning element) 5.0 T4 staff 2H weapon [Random Unique] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% On Hit.r1 +90 20% chance of physical repulsion While equipped: Stats +12 Mag +10 Wil +13 Cun dps ---------- Spell.crit +4% Spell.pwr +24 (+4 eff.) S.pwr/crit +8 Dmg.mod +25% lightning Res.pen +5% fire Melee Ret 6 fire ----- def ----- Armour +6 Hardiness +6% Phys.save +9 (+2 eff.) ---------- misc Mana/turn +0.32 Vim/s.crit +2.00 Max.vim +20.00 Max.P.En +5.00 Max.N.En +5.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 16 cooldown Staves designed for wielders of magic, by the greats of the art. |
| Quiver | Pouch of the Subconscious (20/20, 38-45.6 power, 15 apr)3.0 T4 shot ammo [Unique] Psionic Power 38.0 - 45.6 Physical Uses 10% Wil, 125% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
| On hands | Will of Ul'Gruth (0 def, 15 armour) 1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 Disarm- +100% ---------- misc Talents +5 Iron Grip Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. Obliterating Smash: Level 4.2 Pwr.cost 14 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 167% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 19. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
| Light source | Spectral Cage 0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +20% darkness +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +1 Infravis +8 See.Invis +8 Cooldown Chill of the Tomb -2 Release a will o' the wisp that will explode against your foes for 742 cold damage (based on your Magic). Uses 11 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
| On head | Hat of Arcane Understanding (2 def, 0 armour) 2.0 T3 head armor [Unique] Arcane A part of set. While equipped: Stats +8 Cun +8 Dex dps ---------- Mov.spd +15% Dmg.mod +20% lightning ----- def ----- Defense +2 (+1 eff.) Resists +20% arcane Ignore.dmg +8% Affinity +20% lightning Silence- +50% ---------- misc Mana/turn +2.00 Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta Blind-Fight: No penalty when attacking invisible/stealthed 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. |
| On feet | Steam Powered Boots (8 def, 15 armour) 3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Phys.save +15 (+4 eff.) Pinning- +75% Knockbk- +25% Teleport- +100% Generate 3 steam each time you walk. Boots. But with steam power! |
| Tool | Bladed Rift2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+2 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 6.5 Pwr.cost 8 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
| On fingers | Void Orb0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+2 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 6.8 Pwr.cost 4 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 824.39 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
| On fingers | Chargespire0.1 T4 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +6 Mag +6 Wil +4 Cun dps ---------- Spell.pwr +7 (+1 eff.) Dmg.mod +9% lightning Res.pen +10% lightning ----- def ----- Mind.save +10 (+3 eff.) Blind- +29% Confus- +20% ---------- misc Infravis +4 See.Stealth +9 See.Invis +19 Rings can have magical properties. |
| Around neck | Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 694 strength, based on Magic) for 5 turns. Uses 13 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
| In main hand | Blizzardvein (30-36 power, 6 apr, arcane element) 5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Acc+ +1.3% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +90 20% chance of physical repulsion While equipped: dps ---------- Phys.crit +10.0% Spell.crit +9% Phys.pwr +14 (+3 eff.) Spell.pwr +29 (+4 eff.) Dmg.mod +30% lightning +30% arcane +30% fire +16% mind +33% cold Res.pen +16% mind +5% cold Acc +15 (+4 eff.) Melee Ret 8 mind ----- def ----- Armour +8 Defense +8 (+2 eff.) Crit.dmg- 10.00% ---------- misc Light +3 Wards +2 lightning +2 cold +2 arcane +2 fire Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Blackbliss 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +25 Con dps ---------- Spell.pwr +5 (+1 eff.) Res.pen +10% lightning +10% acid Melee Ret 8 lightning On Hit (Melee): * 20% chance to reduce damage dealt by 34% ----- def ----- Resists +10% cold +22% darkness +25% nature Crit.dmg- 23.00% Mind.save +7 (+2 eff.) ---------- misc Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 A belt that goes around your waist. |
| In off hand | Xerynne the yew magestaff (20-24 power, 4 apr, lightning element) 5.0 T3 staff 1H weapon [Random Unique] Arcane/Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Acc+ +1.3% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% On Hit.r1 +90 20% chance of physical repulsion While equipped: Stats +2 Cun +3 Wil dps ---------- Phys.crit +7.0% Spell.crit +6% Crit.mult +10.00% Phys.pwr +8 (+2 eff.) Spell.pwr +16 (+2 eff.) Dmg.mod +20% lightning Res.pen +5% arcane +10% lightning Acc +9 (+2 eff.) ----- def ----- Defense +6 (+1 eff.) Spell.save +3 (+0 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 3.2 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 290.36 light damage. Staves designed for wielders of magic, by the greats of the art. |
| Cloak | Cloak of Deception 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+1 eff.) ----- def ----- Resists +30% lightning Stun/Frz- +50% A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Galen's Flowing Robe (0 def, 0 armour) 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun dps ---------- Spell.crit +12% Spell.pwr +35 (+5 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Resists +15% all ---------- misc Mana/turn +2.00 Max.mana +77.00 Talents +5 Arcane Dynamo Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Inventory
Elixir of Invulnerability2.0 potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
medical injector implant (efficiency 169% / cooldown 70%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 169% efficiency and cooldown mod of 70%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 199% / cooldown 73%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 199% efficiency and cooldown mod of 73%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 14)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.5 steam per turn. Can be activated for an instant burst of 68 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
movement infusion of the psychic (speed 803%; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 803% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 20%; magical, physical; dur 3; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 6; phase 14; cd 12)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 9 Travel.spd instantaneous Usage Speed Spell (62% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (498.00 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 10 Travel.spd instantaneous Usage Speed Spell (62% of a turn) Is a spell Description: Inflicts 831.66 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 1574% over 10 turns; mana 79; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (62% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1574% for 10 turns (2170 total) and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the sneak (threshold 9; blocks 7; dur 4; cd 16)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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 9 up to 7 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Incendiary Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Angolwen Academy Training Token0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Voltaic Pendant0.1 T1 amulet jewelry [Unique] Arcane/Nature While equipped: dps ---------- Ranged+ 10 lightning ----- def ----- Stun/Frz- +10% Chain Lightning: Level 1.6 Pwr.cost 16 out of 50/50. Range 10 Travel.spd instantaneous Is a spell Description: Invokes a forking beam of lightning doing 278.09 to 834.26 damage (556.18 average) and forking to another target. It can hit up to 5 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. You feel a small electrical jolt when you touch this pendant. |
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 (+4 eff.) Spell.save +15 (+3 eff.) Mind.save -7 (-3 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. |
Unflinching Eye0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 3.2 Pwr.cost 32 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 19 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Frost Lord's Chain0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
copper ring 'Hirach'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Str +4 Con dps ---------- Dmg.mod +11% cold ----- def ----- Defense +10 (+2 eff.) Resists +22% cold Mind.save +12 (+4 eff.) Rings can have magical properties. |
copper ring of light (+20%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Rings can have magical properties. |
Cyrimina0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% blight ----- def ----- Defense +30 (+5 eff.) Resists +2% physical Phys.save +12 (+3 eff.) Blind- +26% ---------- misc Stam/turn +1.00 Infravis +5 See.Stealth +10 See.Invis +7 Rings can have magical properties. |
steel ring 'Chargeslicer'0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning +9% temporal Res.pen +20% lightning ----- def ----- Resists +15% lightning +3% temporal +6% darkness HP.reg +2.00 Stun/Frz- +32% Def/telep +15 Res/telep +15% Dur/telep +15% Rings can have magical properties. |
savage's gold ring of fire (+24%)0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +1 Con dps ---------- Dmg.mod +12% fire ----- def ----- Resists +24% fire Spell.save +12 (+3 eff.) ---------- misc Max.stam +28.00 Rings can have magical properties. |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Ce'Nemira0.1 T4 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% mind ----- def ----- Resists +31% mind +3% physical Crit.dmg- 15.95% Mind.save +9 (+3 eff.) Cut- +21% Confus- +20% Teleport- +21% Rings can have magical properties. |
Gloomream0.1 T4 ring jewelry [Rare] Master While equipped: Stats +3 Str +8 Wil +2 Cun dps ---------- Dmg.mod +6% acid ----- def ----- Resists +9% darkness Crit.dmg- 10.00% Mind.save +9 (+3 eff.) Max.HP +40.00 Disarm- +42% Pinning- +43% Knockbk- +40% ---------- misc Psi/ret +0.12 Infravis +3 Rings can have magical properties. |
stralite ring 'Porinn'0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Str +11 Mag dps ---------- Melee+ 16 light Ranged+ 16 light Dmg.mod +17% light On Hit (Melee): * 20% chance to reduce all saves and defense by 42 ----- def ----- Fatigue -16% Resists +6% mind ---------- misc Max.enc +56 Rings can have magical properties. |
Mnemonic0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+3 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+6 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 2.6 Pwr.cost 16 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
voratun ring 'Alelathalach'0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +9 Mag dps ---------- S.pwr/crit +11 Dmg.mod +21% acid +12% blight ----- def ----- Defense +20 (+3 eff.) Resists +12% mind +9% fire Spell.save +18 (+4 eff.) Max.HP +80.00 Stun/Frz- +23% Rings can have magical properties. |
Mardirand the Airpain (10-12 power, 2 apr, lightning element)5.0 T1 staff 1H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Acc+ +1.3% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +0 20% chance of physical repulsion While equipped: dps ---------- Phys.crit +5.0% Spell.crit +4% Phys.pwr +6 (+1 eff.) Spell.pwr +9 (+1 eff.) Dmg.mod +13% lightning Res.pen +15% lightning +5% darkness +20% acid Acc +7 (+2 eff.) On Hit (Melee): * 20% chance to reduce armor by 56% ----- def ----- Resists +3% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Hailpeal' (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +7 draining blight While equipped: Stats +10 Mag +5 Wil +6 Cun dps ---------- Spell.crit +3% Spell.pwr +9 (+1 eff.) S.pwr/crit +11 Dmg.mod +20% lightning +3% cold +6% mind Res.pen +10% mind +5% cold ----- def ----- Resists +6% cold HP.leech%% +5% HP.leech +8% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Afterlife (40-48 power, 12 apr, light element)5.0 T4 staff 2H weapon [Unique] Arcane Power 40.0 - 48.0 Light Uses 130% Mag Acc+ +2.5% proc dam (max 250%) Apr +12 Atk.spd 100% Against +25% Undead While equipped: dps ---------- Spell.crit +10% Spell.pwr +30 (+4 eff.) Dmg.mod +25% lightning +25% cold +25% light +25% darkness Res.pen +10% lightning +10% cold ----- def ----- D.Red.from +25% Undead ---------- misc Masteries +0.20 Spell/Necrosis Pure white bone fashioned into a staff. A grinning skull sits on the top, grinning. |
Shard of Wintertide (30-36 power, 5 apr, cold element) Shard of Wintertide (30-36 power, 5 apr, cold element)5.0 T4 staff 2H weapon [Unique] Arcane/Nature Power 30.0 - 36.0 Ice Uses 120% Mag Acc+ +2.5% proc dam (max 250%) Apr +5 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +20 (+3 eff.) Dmg.mod +20% darkness +20% cold ----- def ----- Resists +20% darkness +20% cold ---------- misc Cooldown Moonlight Ray -1 Invoke Darkness -1 Ice Shards -1 Wintery Wrath -1 Glacial Vapour -2 This giant icicle shines with a gentle lunar radiance. |
Ce'Nolrann the dragonbone magestaff (30-36 power, 6 apr, cold element)5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +18 Mag +15 Wil +12 Cun dps ---------- Phys.crit +11.0% Spell.crit +16% Mind.crit +1% Crit.mult +26.00% Spell.pwr +23 (+3 eff.) S.pwr/crit +7 Melee+ 32 arcane Dmg.mod +12% mind +30% cold ---------- misc Equi/ret +0.04 Max.mana +35.00 Max.hate +2.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Relgirim the dragonbone magestaff (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Rare] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Mag +6 Wil dps ---------- Spell.crit +8% Spell.pwr +15 (+2 eff.) Dmg.mod +30% lightning +9% blight Res.pen +16% blight Acc +20 (+5 eff.) ----- def ----- Armour +14 Hardiness +12% Defense +31 (+5 eff.) Resists +9% mind Phys.save +9 (+2 eff.) Die.at -82.75 life ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Top Half) (35-42 power, 0 apr, arcane element)2.5 T5 staff 1H weapon [Unique] Arcane A part of set. Power 35.0 - 42.0 Physical Uses 100% Mag Acc+ +2.5% proc dam (max 250%) Apr +0 Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+4 eff.) Dmg.mod +35% arcane ----- def ----- Mind.save +8 (+2 eff.) ---------- misc Talents +1 Command Staff The top part of Telos' broken staff. |
dragonbone magestaff of wizardry (30-36 power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Mag +2 Wil dps ---------- Spell.crit +5% Spell.pwr +23 (+3 eff.) Dmg.mod +30% arcane ---------- misc Max.mana +83.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff (30-36 power, 6 apr, temporal element)5.0 T5 staff 2H weapon [Normal] Power 30.0 - 36.0 Physical Uses 80% Mag Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+2 eff.) Dmg.mod +30% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
keeper's dragonbone starstaff of blood (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +17 draining blight While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+2 eff.) Spell.spd +16% Dmg.mod +30% darkness ----- def ----- HP.leech%% +9% HP.leech +15% ---------- misc Talents +1 Command Staff Paradox regeneration: -5.00 Staves designed for wielders of magic, by the greats of the art. |
magelord's dragonbone vilestaff of blood (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +14 draining blight While equipped: dps ---------- Phys.crit +11.0% Spell.crit +5% Spell.pwr +23 (+3 eff.) Melee+ 25 arcane Dmg.mod +30% fire ----- def ----- HP.leech%% +11% HP.leech +15% ---------- misc Max.mana +43.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone magestaff of channeling (30-36 power, 6 apr, cold element)5.0 T5 staff 1H weapon [Ego++] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Acc+ +1.3% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +8% Phys.pwr +7 (+1 eff.) Spell.pwr +32 (+5 eff.) Dmg.mod +30% cold Acc +9 (+2 eff.) ---------- misc Mana/turn +0.49 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 16 cooldown Staves designed for wielders of magic, by the greats of the art. |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)3.0 T4 battleaxe 2H weapon [Unique] Master Power 68.0 - 102.0 Physical Uses 140% Wil Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+1 eff.) Stun/Frz- +30% Knockbk- +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
The Gaping Maw (72-108 power, 4 apr)3.0 T5 battleaxe 2H weapon [Unique] Nature/Disrupt Power 72.0 - 108.0 Physical Uses 129% Wil Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: ---------- misc Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
Venombreaker the voratun battleaxe (77.5-116.25 power, 4 apr)3.0 T5 battleaxe 2H weapon [Random Unique] Nature/Master Power 77.5 - 116.3 Physical Uses 129% Wil Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +12 nature On Hit.r1 +12 nature On Crit.r2 +62 lightning +126 fire +63 cold While equipped: dps ---------- All.spd +15% Mov.spd +70% Res.pen +35% lightning +15% blight +35% fire +10% nature +33% cold Melee Ret 10 nature ----- def ----- Resists +3% blight +9% darkness Massive two-handed battleaxes. |
Voratun Hammer of the Deep Bellow (82-123 power, 7 apr)5.0 T5 greatmaul 2H weapon [Unique] Arcane/Master Power 82.0 - 123.0 Physical Uses 129% Wil Acc+ +0.2% base dam (max 20%) Apr +7 Crit +4.0% Atk.spd 100% Melee+ +30 fire On Hit: 10% Flameshock 3 While equipped: dps ---------- Dmg.mod +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
voratun greatmaul 'Airmaim' (68-102 power, 4 apr)5.0 T5 greatmaul 2H weapon [Rare] Psionic Power 68.0 - 102.0 Physical Uses 129% Wil Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +20 lightning +20 darkness Against +27% Living On Hit.r1 +12 cold On Hit: * 20% chance to reduce armor by 56% While equipped: dps ---------- Dmg.mod +27% lightning On Hit (Melee): * 20% chance to reduce armor by 56% ----- def ----- Resists +9% cold Massive two-handed mauls. |
caustic steel greatsword of shearing (24-38.4 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego++] Nature/Master Power 24.0 - 38.4 Physical Uses 129% Wil Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit.r2 +24 acid +27 nature While equipped: dps ---------- Res.pen +16% acid +13% nature +10% all Acc +14 (+4 eff.) Apr +23 Massive two-handed swords. |
Lightningweeper (50.5-80.8 power, 3 apr)3.0 T4 greatsword 2H weapon [Rare] Master Power 50.5 - 80.8 Physical Uses 129% Wil Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +21 mind While equipped: dps ---------- Mind.crit +8% Mind.pwr +20 (+4 eff.) Res.pen +26% lightning +19% physical Acc +30 (+8 eff.) Apr +19 ----- def ----- Resists +31% lightning ---------- misc Equi/ret +0.12 Massive two-handed swords. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr)3.0 T4 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 129% Wil Acc+ +0.4% crit mult (max 40%) Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
Scumbloom (61.5-98.4 power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Nature Power 61.5 - 98.4 Physical Uses 129% Wil Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +12 cold On Crit.r2 +63 acid +64 nature While equipped: Stats +19 Str +19 Dex +12 Mag +38 Wil +16 Cun +39 Con dps ---------- Dmg.mod +6% nature Res.pen +34% acid +33% nature Apr +21 On Hit (Melee): * 23% chance to slow global speed by 71% ----- def ----- Resists +5% arcane +9% cold Max.HP +154.00 Massive two-handed swords. |
Shinetaint (59-94.4 power, 4 apr)3.0 T5 greatsword 2H weapon [Rare] Master Power 59.0 - 94.4 Physical Uses 129% Wil Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +21 light +12 arcane On Crit.r2 +12 blight On Hit: * 21% chance to reduce strength, dexterity, and constitution by 46 While equipped: dps ---------- Dmg.mod +21% arcane +18% mind Res.pen +15% blight Acc +20 (+5 eff.) ----- def ----- Defense +20 (+3 eff.) Resists +9% blight +5% arcane +12% light Disarm- +70% Massive two-handed swords. |
flaming voratun greatsword of the mystic (63-100.8 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Arcane Power 63.0 - 100.8 Physical Uses 129% Wil Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit.r1 +17 fire While equipped: Stats +7 Mag +10 Wil dps ---------- Spell.pwr +21 (+3 eff.) Massive two-handed swords. |
voratun greatsword of crippling (62-99.2 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Master Power 62.0 - 99.2 Physical Uses 129% Wil Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +17.0% Massive two-handed swords. |
Trident of the Tides (80-112 power, 20 apr)3.0 T4 trident 2H weapon [Unique] Nature Power 80.0 - 112.0 Physical Uses 151% Wil Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +20 Crit +15.0% Atk.spd 100% Melee+ +20 nature +15 cold On Hit: 40% Water Bolt 3 While equipped: dps ---------- Dmg.mod +20% cold Acc +10 (+3 eff.) ----- def ----- Resists +25% cold Spell.save +18 (+4 eff.) ---------- misc See.Invis +2 On Spell Hit: 20% Water Bolt 3 Freeze: Level 4.8 Pwr.cost 32 out of 150/150. Range 10 Travel.spd instantaneous Is a spell Description: Condenses ambient water on a target, freezing it for 6 turns and damaging it for 940.38. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
acidic voratun longsword of crippling (41-57.4 power, 6 apr)3.0 T5 longsword 1H weapon [Ego+] Arcane/Master Power 41.0 - 57.4 Physical Uses 108% Wil Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 296 damage over 5 turns and reducing armor and accuracy by 37 While equipped: dps ---------- Phys.crit +8.0% Sharp, long, and deadly. |
flaming voratun longsword of massacre (55-77 power, 6 apr)3.0 T5 longsword 1H weapon [Ego] Arcane/Master Power 55.0 - 77.0 Physical Uses 108% Wil Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +14 fire Sharp, long, and deadly. |
caustic stralite mace of ruin (38-53.2 power, 5 apr)3.0 T4 mace 1H weapon [Ego++] Nature/Master Power 38.0 - 53.2 Physical Uses 108% Wil Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit.r2 +17 acid +28 nature While equipped: dps ---------- Phys.crit +9.0% Crit.mult +21.00% Res.pen +15% acid +11% nature Apr +21 Blunt and deadly. |
arcing voratun mace of massacre (60-84 power, 6 apr)3.0 T5 mace 1H weapon [Ego] Arcane/Master Power 60.0 - 84.0 Physical Uses 108% Wil Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 177 damage Blunt and deadly. |
Poltergeist's Razorblade, the Cursed Waraxe (38-53.2 power, 16 apr)3.0 T5 waraxe 1H weapon [Unique] Psionic Power 38.0 - 53.2 Phys.bleed Uses 108% Wil Acc+ +0.3% crit chance (max 25%) Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Res.pen +30% physical Acc +40 (+10 eff.) Apr +30 ----- def ----- Armour +5 Resists +5% all This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
arcing voratun waraxe of enduring (39-54.6 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Arcane/Nature Power 39.0 - 54.6 Physical Uses 108% Wil Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 177 damage While equipped: Stats +10 Con +10 Wil ----- def ----- Max.HP +64.00 One-handed war axes. |
caustic voratun waraxe of enduring (39-54.6 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Nature Power 39.0 - 54.6 Physical Uses 108% Wil Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +40 acid +29 nature While equipped: Stats +10 Con +15 Wil dps ---------- Res.pen +19% acid +15% nature Apr +10 ----- def ----- Max.HP +36.00 One-handed war axes. |
plaguebringer's voratun waraxe of vileness (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Arcane Power 40.0 - 56.0 Physical Uses 108% Wil Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +26 blight On Hit: 20% Epidemic 5 On Hit: * 27% chance to reduce strength, dexterity, and constitution by 46 While equipped: ----- def ----- Disease- +17% One-handed war axes. |
stormbringer's voratun waraxe of torment (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Nature/Psionic Power 40.0 - 56.0 Physical Uses 108% Wil Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit.r2 +23 lightning +28 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Mov.spd +36% Res.pen +17% lightning +9% cold One-handed war axes. |
truestriking iron dagger of crippling (11-14.3 power, 5 apr)1.0 T1 dagger 1H weapon [Ego++] Master Power 11.0 - 14.3 Physical Uses 48% Wil, 48% Cun Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Res.pen +7% physical Acc +8 (+2 eff.) Apr +7 Sharp, short and deadly. |
Dagger of the Past (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 54% Cun, 50% Mag Acc+ +0.3% crit chance (max 25%) 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 (+2 eff.) Spell.save +10 (+2 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 (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 22% Wil, 22% Cun Acc+ +0.3% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- 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. |
Spelldrinker (27-35.1 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 48% Wil, 59% Cun, 5% Mag Acc+ +0.3% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Star (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 22% Wil, 22% Cun Acc+ +0.3% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
elemental dwarven-steel dagger of evisceration (17-22.1 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Arcane/Master Power 17.0 - 22.1 Physical Uses 48% Wil, 48% Cun Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Create an explosion dealing 177 cold damage (1/turn) On Crit: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +7 (+1 eff.) Dmg.mod +13% cold Res.pen +11% cold Sharp, short and deadly. |
Ebonypunish the voratun dagger (39.5-51.35 power, 9 apr)1.0 T5 dagger 1H weapon [Rare] Master Power 39.5 - 51.4 Physical Uses 48% Wil, 48% Cun Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Cun dps ---------- Phys.crit +15.0% Dmg.mod +24% darkness ----- def ----- Resists +5% arcane +9% temporal Mind.save +19 (+5 eff.) HP.reg +4.14 Confus- +21% Sharp, short and deadly. |
Life Drinker (42-54.6 power, 11 apr)1.0 T5 dagger 1H weapon [Unique] Arcane Power 42.0 - 54.6 Physical Uses 38% Wil, 55% Mag Acc+ +0.3% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+2 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.6 Pwr.cost 22 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 36.04 acid and 36.04 blight damage. If not cleared after five turns it will inflict 204.65 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 55% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
arcing voratun dagger of projection (38-49.4 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Arcane/Psionic Power 38.0 - 49.4 Physical Uses 48% Wil, 48% Cun Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 177 damage Sharp, short and deadly. |
elemental voratun dagger of crippling (37.5-48.75 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Arcane/Master Power 37.5 - 48.8 Physical Uses 48% Wil, 48% Cun Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * Create an explosion dealing 177 lightning damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +11.0% Dmg.mod +17% lightning Res.pen +19% lightning Sharp, short and deadly. |
quick voratun dagger of daylight (37-48.1 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Arcane/Master Power 37.0 - 48.1 Physical Uses 48% Wil, 48% Cun Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +19 light Against +12% Undead While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Acc +10 (+3 eff.) Sharp, short and deadly. |
Kinetic Focus (6-6.6 power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+1 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
Charged Focus (10-11 power, 24 apr, lightning damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 10.0 - 11.0 Lightning Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+3 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+3 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
Thermal Focus (14-15.4 power, 32 apr, fire damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 14.0 - 15.4 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +5.0% Atk.spd 100% Dmg.conv 50% cold While equipped: dps ---------- Mind.crit +8% Mind.pwr +16 (+3 eff.) Dmg.mod +20% fire +20% cold Res.pen +12% fire +12% cold ----- def ----- Resists +20% fire +20% cold Spell.save +12 (+3 eff.) ---------- misc Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.20 Psionic/Thermal mastery Thermal energies are focussed in the core of this mindstar. |
Fearstar (24-26.4 power, 40 apr, demonfire damage)3.0 T5 mindstar 1H weapon [Unique] Arcane/Nature/Psionic Power 24.0 - 26.4 Demonfire Uses 30% Wil, 30% Mag, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Cun +5 Mag dps ---------- Spell.crit +20% Mind.crit +20% Dmg.mod +30% darkness +30% fire ---------- misc Vim/s.crit +5.00 Psi/m.crit +5.00 On Spell Hit: 10% Nightmare 5 On Mind Hit: 10% Darkfire 5 Spit Blight: Level 6.5 Pwr.cost 13 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit blight at your target doing 471.49 blight damage. The damage will increase with your Magic. Once a normal Mindstar, this stone was corrupted by an intersecting Fearscape plane. Nightmares are reflected on its surface and it is wrapped by vines that resemble hellish flames. There is much power in this fell crystal, but it is hard to unleash. |
Nexus of the Way (22-24.2 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 22.0 - 24.2 Mind Uses 60% Wil, 20% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+4 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Confus- +30% Wayist: (Instant) Level 1.3 Pwr.cost 32 out of 60/60. Range 4 Travel.spd instantaneous Is a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 58 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
elemental steel steamsaw of paradox (15.5-23.25 power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 15.5 - 23.3 Phys.bleed Uses 108% Wil, 0% Mag Mastery Metaphasic Spin Acc+ +0.3% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +23 Melee+ +10 temporal On Hit: * Create an explosion dealing 177 fire damage (1/turn) Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +10% fire Res.pen +9% fire ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +7% temporal ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw 'Ragyromiran' (39.5-59.25 power, 0 apr)3.0 T5 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 39.5 - 59.3 Phys.bleed Uses 108% Wil, 0% Mag Mastery Metaphasic Spin Acc+ +0.3% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +104 Uses 1.0 Steam While equipped: Stats +8 Mag +11 Wil dps ---------- Spell.pwr +40 (+6 eff.) S.pwr/crit +6 Dmg.mod +12% arcane Res.pen +25% arcane Phasing +30% On Hit (Melee): * 20% chance to reduce armor by 56% ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% Resists +15% acid +5% arcane ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Stormlash (17-18.7 power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 108% Cun Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 90.44 to 271.33 lightning damage (based on Magic and Dexterity). Uses 6 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Phlegmkarma the dragonbone longbow4.0 T5 longbow 2H weapon [Random Unique] Nature/Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 Proj.spd +200% On Crit.r2 +63 fire While equipped: Stats +3 Str +1 Mag +2 Wil +15 Cun dps ---------- All.spd +14% Phys.spd +10% Dmg.mod +3% nature Res.pen +17% all +38% fire Acc +36 (+9 eff.) Apr +23 ---------- misc See.Invis +3 Longbows are used to shoot arrows at your foes. |
steady dragonbone longbow of dampening4.0 T5 longbow 2H weapon [Ego] Disrupt/Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: dps ---------- Phys.crit +6.0% Acc +15 (+4 eff.) ----- def ----- Resists +17% acid +20% lightning +18% cold +20% fire +11% all Spell.save +18 (+4 eff.) Longbows are used to shoot arrows at your foes. |
Ivina4.0 T5 sling 1H weapon [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Proj.spd +207% Ranged+ +18 acid While equipped: dps ---------- Dmg.mod +22% acid Acc +10 (+3 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +15% temporal Crit.dmg- 15.52% Phys.save +19 (+4 eff.) Mind.save +15 (+4 eff.) Cut- +21% ---------- misc Reload +3 Slings are used to hurl stones or metal shots at your foes. |
Nithan's Force4.0 T5 sling 1H weapon [Unique] Master Acc+ +0.2% base dam (max 20%) Atk.spd 111% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Bull Shot: Level 5.2 Pwr.cost 9 out of 16/16. Range melee/personal Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 222% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Demoncutter (18/18, 56.5-67.8 power, 5 apr)3.0 T4 shot ammo [Rare] Master Power 56.5 - 67.8 Physical Uses 125% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +18.5% Capacity 18 Ranged+ +21 blight On Hit.r1 +21 darkness +21 fire On Hit: * 21% chance to reduce damage dealt by 34% On Crit: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Skeletal Parry (10 def, 4 armour, 40 block)7.0 T2 shield armor [Unique] Arcane A part of set. Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee Ret 10 phys.bleed ----- def ----- Armour +4 Defense +10 (+2 eff.) Fatigue +6% ---------- misc Talents +2 Block Bone Armour: Level 2.6 Pwr.cost 16 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Creates a shield of bones, absorbing 1265 damage. Lasts for 10 turns. The total damage the shield can absorb increases with your Dexterity. A shield made from various sharpened bones. It feels icky. |
Gloruvena the voratun shield (0 def, 26 armour, 200.5 block)7.0 T5 shield armor [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str dps ---------- Spell.crit +7% Melee+ 9 fire Dmg.mod +15% physical Melee Ret 21 fire ----- def ----- Armour +26 Fatigue +8% ---------- misc Max.vim +40.00 Talents +1 Block Handheld deflection devices. |
corrosive voratun shield of fire resistance (+17%) (0 def, 10 armour, 207.5 block)7.0 T5 shield armor [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Con dps ---------- On Melee Ret: * 13% chance to reduce armor by 56% ----- def ----- Armour +10 Fatigue +8% Resists +17% acid +30% fire ---------- misc Talents +1 Block Handheld deflection devices. |
impervious voratun shield of winter (0 def, 19 armour, 321 block)7.0 T5 shield armor [Ego++] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil +6 Con dps ---------- On shield block: * Deals 248 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +19 Fatigue +8% Resists +15% cold Phys.save +13 (+3 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+3 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
stormwoven silk robe (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +6 Str +5 Mag +7 Wil dps ---------- Dmg.mod +13% lightning +11% physical +17% cold ----- def ----- Resists +10% lightning +8% cold +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dairorion the elven-silk robe (15 def, 0 armour)2.0 T5 cloth armor [Rare] Nature While equipped: dps ---------- Spell.crit +3% Dmg.mod +27% nature Res.pen +10% blight ----- def ----- Defense +15 (+3 eff.) Resists +18% blight +6% temporal +40% nature +15% all Die.at -80.00 life ---------- misc Mana/turn +0.12 Max.vim +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dispeller's elven-silk robe of power (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +15% all ----- def ----- Resists +10% lightning +11% darkness +11% light +9% blight +8% fire +9% cold +15% all Phys.save +18 (+4 eff.) Spell.save +33 (+8 eff.) Mind.save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+2 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
reinforced leather armour 'Brandsweep' (12 def, 12 armour)9.0 T4 light armor [Rare] Nature While equipped: dps ---------- Spell.crit +5% Crit.mult +15.00% Mind.pwr +31 (+6 eff.) Dmg.mod +9% arcane Res.pen +26% mind Melee Ret 6 fire ----- def ----- Armour +12 Defense +12 (+2 eff.) Fatigue +8% Resists +13% acid +13% cold Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc Psi/ret +0.16 Mana/s.crit +2.07 Breathe water A suit of armour made of leather. |
Molten Skin (15 def, 12 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+2 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+3 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 6.4 Pwr.cost 7 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 838.08 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
drakeskin leather armour of the deep (20 def, 11 armour)9.0 T5 light armor [Ego+] Nature While equipped: ----- def ----- Armour +11 Defense +20 (+3 eff.) Fatigue +8% Resists +11% acid +8% cold ---------- misc Breathe water A suit of armour made of leather. |
enlightening drakeskin leather armour (20 def, 8 armour)9.0 T5 light armor [Ego+] Psionic While equipped: Stats +6 Cun +5 Wil ----- def ----- Armour +8 Defense +20 (+3 eff.) Fatigue +8% Mind.save +20 (+6 eff.) A suit of armour made of leather. |
marauder's drakeskin leather armour of delving (26 def, 8 armour)9.0 T5 light armor [Ego++] Master While equipped: Stats +14 Str +8 Dex ----- def ----- Armour +8 Defense +26 (+4 eff.) Fatigue +8% Resists +17% darkness +15% physical Phys.save +13 (+3 eff.) ---------- misc Light +1 Track: Puts all charms on 16 cooldown Level 2.6 Pwr.cost 16 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 39 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
hardened dwarven-steel mail armour (3 def, 15 armour)14.0 T3 heavy armor [Ego+] Master While equipped: ----- def ----- Armour +15 Defense +3 (+1 eff.) Fatigue +12% Resists +8% acid +8% physical +8% cold +8% lightning +10% fire A suit of armour made of mail. |
enlightening stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor [Ego+] Psionic While equipped: Stats +3 Cun +6 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Mind.save +18 (+5 eff.) A suit of armour made of mail. |
fortifying voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor [Ego+] Master While equipped: Stats +5 Str +4 Con ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Max.HP +74.00 A suit of armour made of mail. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Blackbliss 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +25 Con dps ---------- Spell.pwr +5 (+1 eff.) Res.pen +10% lightning +10% acid Melee Ret 8 lightning On Hit (Melee): * 20% chance to reduce damage dealt by 34% ----- def ----- Resists +10% cold +22% darkness +25% nature Crit.dmg- 23.00% Mind.save +7 (+2 eff.) ---------- misc Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 A belt that goes around your waist. |
Stormfoe1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Dex +3 Cun +5 Con dps ---------- Phys.crit +14.0% Mind.crit +11% Phys.pwr +12 (+3 eff.) Mind.pwr +9 (+2 eff.) Dmg.mod +6% lightning +3% nature Res.pen +20% lightning +15% nature Melee Ret 2 lightning ----- def ----- Resists +3% nature Spell.save +10 (+2 eff.) Mind.save +15 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
drakeskin leather belt 'Malomantir'1.0 T5 belt armor [Rare] Master While equipped: Stats +8 Cun +8 Wil dps ---------- Dmg.mod +6% acid Against +45% Summoned On Hit (Melee): * 20% chance to reduce armor by 56% ----- def ----- Resists +6% lightning +6% light +5% arcane +18% darkness D.Red.from +45% Summoned Max.HP +80.00 A belt that goes around your waist. |
Ce'Nylralaith the Blindwing (3 def, 0 armour)2.0 T5 cloak armor [Rare] Arcane While equipped: Stats +4 Dex +4 Mag +9 Wil dps ---------- Dmg.mod +12% arcane +21% light Res.pen +29% light Melee Ret 10 blight ----- def ----- Defense +3 (+1 eff.) Resists +21% light ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots 'Porolralena' (0 def, 9 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +9 Cun +4 Dex dps ---------- Spell.crit +3% Mind.crit +2% Spell.pwr +9 (+1 eff.) Apr +3 ----- def ----- Armour +9 Die.at -84.66 life ---------- misc Infravis +3 Disengage: Puts all charms on 8 cooldown Level 1.3 Pwr.cost 8 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 116% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Shoes of Moving Quickly (10 def, 12 armour)2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+2 eff.) ----- def ----- Armour +12 Defense +10 (+2 eff.) Fatigue +3% Pinning- +100% Knockbk- -100% You move 3 spaces at once. Accurately? Less so. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Armour +0 Defense +0 (+0 eff.) Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
hardened leather gloves 'Flashbright' (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +3 Wil +2 Mag dps ---------- Melee+ 10 blight Dmg.mod +6% blight +9% lightning Res.pen +25% lightning +20% fire Melee Ret 4 lightning ----- def ----- Armour +2 Resists +7% blight ---------- misc Light +3 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. |
Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
Brass Goggles (10 def, 0 armour)2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+2 eff.) Acc +20 (+5 eff.) Apr +15 ----- def ----- Defense +10 (+2 eff.) Resists +20% fire Blind- +100% ---------- misc Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
bladed drakeskin leather cap of the depths (0 def, 5 armour)2.0 T5 head armor [Ego+] Nature/Master While equipped: Stats +6 Str ----- def ----- Armour +5 Fatigue +5% Resists +17% cold ---------- misc Breathe water Skullcracker: Puts all charms on 11 cooldown Level 3.9 Pwr.cost 11 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 801.8 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
drakeskin leather cap 'Galedolarin' (10 def, 5 armour)2.0 T5 head armor [Rare] Nature While equipped: Stats +4 Cun ----- def ----- Armour +5 Defense +10 (+2 eff.) Fatigue +5% Resists +15% nature +3% physical Phys.save +9 (+2 eff.) Spell.save +10 (+2 eff.) Max.HP +193.00 Heal.mod +39% Blind- +21% Disarm- +21% A cap made of leather. |
Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
mindcaging voratun helm of fortune (0 def, 5 armour)3.0 T5 head armor [Ego++] Nature/Psionic While equipped: Stats +9 Lck dps ---------- Phys.crit +3.0% Spell.crit +6% Mind.crit +5% ----- def ----- Armour +5 Fatigue +5% Resists +21% mind Mind.save +17 (+5 eff.) Confus- +42% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Belemas Belemas1.0 T5 wardstone armor [Rare] Arcane While equipped: Stats +8 Cun +3 Str dps ---------- Crit.mult +23.24% Spell.pwr +35 (+5 eff.) Dmg.mod +20% temporal Phasing +30% ----- def ----- Defense +10 (+2 eff.) Resists +20% temporal Dmg.red +5 all Crit.dmg- 17.43% Proj.slow +30% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +116.19 Wards +5 temporal Talents +4 Ward Handheld warding devices |
Elenedur the marble wardstone Elenedur the marble wardstone1.0 T5 wardstone armor [Random Unique] Nature/Psionic While equipped: Stats +1 Con dps ---------- Crit.mult +5.00% Dmg.mod +9% arcane +16% fire ----- def ----- Armour +8 Defense +10 (+2 eff.) Resists +30% acid +12% physical +32% light +26% darkness +11% cold +27% mind +20% fire Dmg.red +5 all D.Red.from +20% Horror +15% Aquatic Phys.save +3 (+1 eff.) Proj.slow +30% ---------- misc Max.stam +30.00 Wards +7 acid +2 physical +4 light +3 darkness +3 cold +5 mind +4 fire Talents +13 Ward Handheld warding devices |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 16 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. |
Goedalath Rock0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (-6 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+3 eff.) Spell.pwr +16 (+2 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
749 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. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 22 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.6 Pwr.cost 14 out of 25/25. Range 6 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 721.64 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 721.64 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. |
Summertide Phial1.0 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.(140 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
stralite rocket boots0.0 T4 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +4 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
voratun fatal attractor0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
voratun voltaic sentry0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Voltaic Sentry Tinkers can be attached to normal items to improve them with steam power! |
perfect focus lens0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Blind-Fight: No penalty when attacking invisible/stealthed Tinkers can be attached to normal items to improve them with steam power! |
dream-smith's iron pickaxe (dig speed 19 turns)3.0 T1 digger tool [Ego+] Psionic While equipped: Stats +1 Str dps ---------- Dmg.mod +6% mind +6% fire ----- def ----- Mind.save +7 (+2 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Camyblek the dwarven-steel pickaxe (dig speed 28 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str +5 Wil dps ---------- Spell.crit +6% Dmg.mod +9% arcane +6% temporal ----- def ----- Fatigue -6% ---------- misc Max.mana +100.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
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 16 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 108 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. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+0 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+3 eff.) Psionic Pull: Level 3.9 Pwr.cost 10 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 174 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Chillburst [power 245] (8 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +3 Dex +2 Con dps ---------- Phys.crit +3.0% Dmg.mod +9% arcane +9% cold Res.pen +10% cold Apr +4 ----- def ----- Phys.save +12 (+3 eff.) Blast the opponent's mind dealing 333 mind damage and silencing them for 4 turns Puts all charms on 8 cooldown 100% to increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Cracklepiercer [power 250] (8 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% Res.pen +10% lightning ----- def ----- Resists +5% arcane Max.HP +100.00 Heal.mod +20% Blind- +20% Poison- +20% Blast the opponent's mind dealing 340 mind damage and silencing them for 4 turns Puts all charms on 8 cooldown Torques are made by powerful psionics to store psionic powers. |
Sileth [power 250] (8 cooldown)2.0 T4 torque charm [Random Unique] Psionic While equipped: Stats +2 Str +2 Cun +2 Con ----- def ----- Die.at -40.00 life ---------- misc Max.stam +20.00 Infravis +3 Blast the opponent's mind dealing 340 mind damage and silencing them for 4 turns Puts all charms on 8 cooldown 100% to gain a 23% chance to evade weapon attacks for 2 turns. 100% to reduce 2 talent cooldowns by 2. 100% to reduce fatigue by 35% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Kindlewalker [power 308] (8 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: ----- def ----- Armour +10 Defense +25 (+4 eff.) Phys.save +18 (+4 eff.) Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +2 Heal yourself and all friendly characters within 10 spaces for 308 Puts all charms on 8 cooldown 100% to increase all damage penetration by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 6 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
dragonbone wand of conjuration 'Barolar' [power 475] (8 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: Stats +11 Str +8 Mag +3 Wil +4 Cun dps ---------- Melee Ret 6 mind 12 temporal ----- def ----- Resists +6% arcane +15% temporal Fire a magical bolt dealing 570 lightning damage Puts all charms on 8 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of shielding 'Lustrepeal' [power 560] (11 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: Stats +13 Str +6 Dex +7 Wil dps ---------- Dmg.mod +21% light ----- def ----- Resists +6% arcane +12% fire ---------- misc Light +3 Create a shield absorbing up to 1123 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Islobeth the Ghoul Archmage level 42
63rd Pyre 123rd year of Ascendancy at 10:03 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Islobeth the Ghoul Archmage level 37
10th Allure 123rd year of Ascendancy at 20:22 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Islobeth the Ghoul Archmage level 45
56th Dusk 123rd year of Ascendancy at 05:01 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Islobeth the Ghoul Archmage level 42
66th Pyre 123rd year of Ascendancy at 22:17 see stats
Clone War (Insane (Adventure) difficulty)
Destroyed your own Shade.By Islobeth the Ghoul Archmage level 45
20th Dusk 123rd year of Ascendancy at 09:03 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Islobeth the Ghoul Archmage level 38
16th Regrowth 123rd year of Ascendancy at 10:26 see stats
Demonic Invasion (Insane (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By Islobeth the Ghoul Archmage level 46
62nd Dusk 123rd year of Ascendancy at 17:28 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Islobeth the Ghoul Archmage level 44
68th Pyre 123rd year of Ascendancy at 20:06 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Islobeth the Ghoul Archmage level 33
3rd Allure 123rd year of Ascendancy at 23:10 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Islobeth the Ghoul Archmage level 23
45th Haze 122nd year of Ascendancy at 16:19 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Islobeth the Ghoul Archmage level 23
46th Haze 122nd year of Ascendancy at 05:55 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Islobeth the Ghoul Archmage level 10
52nd Dusk 122nd year of Ascendancy at 23:58 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Islobeth the Ghoul Archmage level 20
9th Haze 122nd year of Ascendancy at 05:10 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Islobeth the Ghoul Archmage level 30
77th Haze 122nd year of Ascendancy at 01:56 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Islobeth the Ghoul Archmage level 40
66th Regrowth 123rd year of Ascendancy at 02:08 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Islobeth the Ghoul Archmage level 48
10th Haze 123rd year of Ascendancy at 18:14 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Islobeth the Ghoul Archmage level 40
66th Regrowth 123rd year of Ascendancy at 21:51 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Islobeth the Ghoul Archmage level 35
8th Allure 123rd year of Ascendancy at 13:18 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Islobeth the Ghoul Archmage level 20
18th Haze 122nd year of Ascendancy at 00:52 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Islobeth the Ghoul Archmage level 44
68th Pyre 123rd year of Ascendancy at 21:20 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Islobeth the Ghoul Archmage level 11
56th Dusk 122nd year of Ascendancy at 19:38 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Islobeth the Ghoul Archmage level 46
62nd Dusk 123rd year of Ascendancy at 13:23 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Islobeth the Ghoul Archmage level 8
22nd Dusk 122nd year of Ascendancy at 04:43 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Islobeth the Ghoul Archmage level 38
26th Regrowth 123rd year of Ascendancy at 07:43 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Islobeth the Ghoul Archmage level 25
56th Haze 122nd year of Ascendancy at 04:48 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Islobeth the Ghoul Archmage level 16
79th Dusk 122nd year of Ascendancy at 18:12 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Islobeth the Ghoul Archmage level 35
9th Allure 123rd year of Ascendancy at 23:03 see stats
Log
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Islobeth deactivates Arcane Shield.
Islobeth deactivates Wildfire.
Islobeth deactivates Essence of Speed.
Islobeth deactivates Arcane Power.
Islobeth deactivates Arcane Depths.
Islobeth deactivates Spellcraft.
Islobeth deactivates Beyond the Flesh.
Islobeth deactivates Mage Armour.
Islobeth deactivates Shielding.
Islobeth deactivates Disruption Shield.
Islobeth deactivates Feather Wind.
Islobeth deactivates Galvanic Arcing.
Islobeth deactivates Cryogenic Digs.
Islobeth deactivates Hurricane.
Islobeth deactivates Elemental Discord.
Islobeth deactivates Quicken Spells.
Islobeth deactivates Burning Wake.
Islobeth deactivates Thunderstorm.
The furious lightning storm around Islobeth calms down and disappears.
Islobeth deactivates Mage Wind.
Islobeth deactivates Metaphasic Spin.
Galen's Flowing Robe activates and resets Islobeth's Burning Wake cooldown!
Islobeth tessellates her cloak!
Islobeth deactivates Chant of Fortitude.
Galen's Flowing Robe activates and resets Islobeth's Quicken Spells cooldown!
Islobeth deactivates Tempest.















































































































































































































































































