











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 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. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Drem |
| Class | Stone Warden |
| Level / Exp | 29 / 2% |
| Size | medium |
| Lifes / Deaths | Killed by Wrathroot at level 15 on the 11st Profit 122nd year of Ascendancy at 22:23 0 / 7Killed by elven cultist at level 25 on the 12nd Dearth 122nd year of Ascendancy at 12:25 Killed by elven blood mage at level 25 on the 12nd Dearth 122nd year of Ascendancy at 21:56 Killed by elven blood mage at level 25 on the 14th Dearth 122nd year of Ascendancy at 15:48 Killed by Ursaod the krog at level 26 on the 23rd Dearth 122nd year of Ascendancy at 08:11 Killed by Ilur the halfling at level 26 on the 23rd Dearth 122nd year of Ascendancy at 09:42 Killed by Animated wyrm's vined mindstar of life at level 29 on the 4th Loss 122nd year of Ascendancy at 05:03 |
Primary Stats
| Strength | 55 (base 23) |
| Dexterity | 16 (base 10) |
| Constitution | 33 (base 16) |
| Magic | 85 (base 60) |
| Willpower | 40 (base 40) |
| Cunning | 19 (base 10) |
Resources
| Life | -47/945 |
| Mana | 293/418 |
| Equilibrium | 45 |
| Healing Factor | 1.3289294477288 |
| Regeneration | 10.963667943763 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 20.783939787388 |
| See Invisible | 20.783939787388 |
Offense: Mainhand
| Damage | 124 |
| Accuracy | 44 |
| Crit Chance | 32% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 59 |
| Accuracy | 44 |
| Crit Chance | 31% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 62 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +9% |
| Fire | +3% |
| Cold | +9% |
| Blight | +9% |
| Arcane | +12% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
| Arcane | +15% |
| Light | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 64.551211628465 (73.607947236566%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 32 |
| Physical Save | 25 |
| Spell Save | 31 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Blight | + 10%( 70%) |
| Physical | + 11%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
| Darkness | + 25%( 70%) |
| Light | + 29%( 70%) |
| Fire | + 28%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 61% |
| Confusion Resistance | 91% |
| Poison Resistance | 18% |
| Blind Resistance | 22% |
| Silence Resistance | 61% |
| Pinning Resistance | 25% |
| Disarm Resistance | 69% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 56% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 303 damage for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 691% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 497 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Wild-gift / Dwarven nature | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Eldritch shield | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Eldritch stone | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen vines | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
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 |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the repented thief from death by bandit. Escort: repented thief (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 210. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed vial of squid ink. * You've found the needed storm wyrm claw. You have aided Agrimley the hermit in creating an elixir of focus. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have failed to destroy the Worm in time, the Sanctuary has been destroyed. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Leloyalar the Lustrerain (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: offense ------ Critical power +20.00% Spellpower +30 (+7 eff.) When Hit 4 blight 4 light defense ------ Armor +3 Silence Resist +31% Confus Resist +31% Stun Resist +31% A pair of boots made of leather. |
| Light source | Splendourwalker2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Str +4 Mag +1 Wil +2 Cun +2 Con defense ------ Resistance +3% light Crit Resistance 5.00% Life +41.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Helm of the Dominated (0 def, 9 armour)3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +2 Str +4 Mag offense ------ Physical Power +10 (+3 eff.) Spellpower +10 (+2 eff.) defense ------ Armor +9 Fatigue +4% Silence Resist +30% other ------- Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | Haroleg the Tundrawolf (dig speed 32 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +5 Str offense ------ Physical Crit +3.0% Damage +9% cold +9% physical Ignore Armor +5 defense ------ Fatigue -7% Resistance +6% cold +3% physical While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gold ring 'Searglean'0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex offense ------ Physical Crit +4.0% defense ------ Resistance +7% blight +6% fire +10% nature Unlife -40.00 life Life +89.00 Life Regen +8.00 Healmod +15% Poison Resist +18% Disease Resist +12% Disarm Resist +29% Pinning Resist +25% Knockbk Resist +26% Rings make your fingers look great! |
| On fingers | gladiator's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego++] Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +6 (+2 eff.) Accuracy +8 (+3 eff.) Ignore Armor +10 defense ------ Defense +8 (+4 eff.) Disengage: Puts all charms on 8 turn cooldown Effective talent level: 2.0 Power cost 8 out of 10/10. Range 7 Cooldown: 10 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 87% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | Scaldvengeance0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +12% arcane +9% blight Ignore resists +15% arcane defense ------ Resistance +3% blight +3% fire +13% light +10% darkness Blind Resist +22% Amulets make your neck look great! |
| In main hand | Radhenik the voratun shield (0 def, 15 armour, 69-83 power, 204 block)7.0 Encumbrance T5 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 69.0 - 82.8 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +204 On-hit +8 acid On Hit: * 17% chance to reduce armor by 39% * Deal physical damage equal to your armor (65) While equipped: offense ------ On-Hit 8 acid Damage +12% mind On shield block: * Cause enemies within radius 6 to bleed for 221 physical damage over 5 turns (1/turn) When Hit 18 acid 4 mind On-Hit (Melee): * 10% chance to reduce armor by 39% defense ------ Armor +15 Fatigue +8% Resistance +6% acid other ------- Talents +1 Block Handheld deflection devices. |
| Around waist | Fireparry the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Spellpower +3 (+0 eff.) Damage +3% fire Ignore resists +10% blight Ignore Shields +20% On-Hit (Melee): * 20% chance to reduce armor by 39% defense ------ Mind save +6 (+2 eff.) A belt that goes around your waist. |
| In off hand | stralite shield of crushing (0 def, 8 armour, 58-70 power, 132.5 block)7.0 Encumbrance T4 shield armor [Ego+] Master When used to Attack: Weapon Damage 58.5 - 70.2 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +132 On Critical: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +14.0% Physical Power +6 (+2 eff.) defense ------ Armor +8 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | cashmere cloak 'Dazzlewither' (8 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Cun +2 Dex offense ------ Physical Crit +3.0% Critical power +20.00% Physical Power +2 (+1 eff.) Ignore resists +5% light defense ------ Defense +8 (+4 eff.) Fatigue -3% Resistance +13% light +19% fire Stealth +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | fortifying stralite plate armour of delving (0 def, 13 armour)17.0 Encumbrance T4 massive armor [Ego++] Master While equipped: Stats +11 Str +5 Con defense ------ Armor +13 Fatigue +22% Resistance +15% darkness +8% physical Life +30.00 other ------- Light +1 Track: Puts all charms on 23 turn cooldown Effective talent level: 2.0 Power cost 23 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
healing infusion of the warrior (heal 183; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 183 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -481; dur 7; cd 33)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 33 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -481 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 962 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -167; dur 6; cd 33)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 33 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -167 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 334 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the titan (die at -303; dur 6; cd 34)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 34 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -303 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 605 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the wizard (die at -541; dur 5; cd 30)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 30 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -541 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1082 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the wizard (die at -560; dur 6; cd 34)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 34 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -560 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1120 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 400%; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 516%; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 516% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 605%; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 605% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 226; 15 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 226 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 239; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 239 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 148; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 148 life over 5 turns. Its effects scale with your Cunning 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 18%; magical, physical; dur 2; cd 13)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 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 18% for 2 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. |
wild infusion (res 16%; physical; dur 4; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; magical, mental; dur 2; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 18% for 2 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. |
wild infusion (res 18%; magical; dur 4; cd 13)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; physical; dur 4; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 26%; magical; dur 3; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 of the titan (res 23%; mental; dur 2; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 26%; physical; dur 2; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 29%; mental; dur 4; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the sneak (damage 96; dur 4; cd 23)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 23 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 95.80 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. |
blink rune (range 5; phase 10; cd 13)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 238; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 238 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 291; dur 5; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 291 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Beiduhad the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +1 Wil offense ------ Damage +9% mind When Hit 2 mind defense ------ Healmod +11% Cut Resist +50% other ------- Stamina/turn +3.00 Max psi +10.00 Heal: Puts all charms on 27 turn cooldown Effective talent level: 3.0 Power cost 27 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 210 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
savior's copper amulet of constitution (+2)0.1 Encumbrance T1 amulet jewelry [Ego+] Nature/Master While equipped: Stats +2 Con defense ------ Physical save +10 (+5 eff.) Spell save +11 (+6 eff.) Mind save +11 (+4 eff.) Amulets make your neck look great! |
serendipitous gold amulet of mastery (0.17 Spell / Stone alchemy)0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +8 Lck offense ------ Accuracy +10 (+3 eff.) defense ------ Defense +7 (+3 eff.) Resist unseen 11% other ------- Masteries +0.17 Spell/Stone alchemy Amulets make your neck look great! |
starlit steel amulet of constitution (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +10% light +11% darkness Blind Resist +24% Amulets make your neck look great! |
stralite amulet of manastreaming0.1 Encumbrance T4 amulet jewelry [Ego+] Arcane While equipped: Stats +3 Mag offense ------ Spellpower/crit +3 other ------- Mana/turn +0.25 Max mana +21.00 Amulets make your neck look great! |
Brenylathablek0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag +3 Cun +3 Con offense ------ Physical Power +15 (+5 eff.) Spellpower +6 (+1 eff.) Damage +3% mind defense ------ Resistance +3% mind other ------- Max stamina +30.00 Rings make your fingers look great! |
marksman's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+1 eff.) Rings make your fingers look great! |
marksman's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) Rings make your fingers look great! |
marksman's gold ring of nature (+20%)0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Dex offense ------ Damage +10% nature Accuracy +8 (+3 eff.) defense ------ Resistance +20% nature Rings make your fingers look great! |
marksman's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) defense ------ Life +22.00 Disarm Resist +24% Pinning Resist +20% Knockbk Resist +26% Rings make your fingers look great! |
mule's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -5% other ------- Encumbrance +22 Rings make your fingers look great! |
mule's gold ring of power0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Physical Power +6 (+2 eff.) Spellpower +5 (+1 eff.) Mindpower +7 (+4 eff.) defense ------ Fatigue -7% other ------- Encumbrance +25 Rings make your fingers look great! |
mule's steel ring of fire (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +11% fire defense ------ Fatigue -4% Resistance +22% fire other ------- Encumbrance +26 Rings make your fingers look great! |
solipsist's gold ring of luminosity0.1 Encumbrance T3 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +6 Wil +6 Cun offense ------ Mindpower +7 (+4 eff.) On-Hit 15 light On-Ranged-Hit 10 light Damage +12% light Rings make your fingers look great! |
warrior's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str defense ------ Armor +6 Blind Resist +21% other ------- Infravision +3 See Stealth +6 See Invisibility +5 Rings make your fingers look great! |
warrior's steel ring of darkness (+26%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str offense ------ Damage +13% darkness defense ------ Armor +8 Resistance +26% darkness Rings make your fingers look great! |
wizard's steel ring of power0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag offense ------ Physical Power +7 (+2 eff.) Spellpower +7 (+1 eff.) Mindpower +6 (+3 eff.) defense ------ Spell save +6 (+3 eff.) Rings make your fingers look great! |
Gledheda (24-37 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Arcane Weapon Damage 24.5 - 36.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +16 blight On Critical: * Splash the target with acid dealing 172 damage over 5 turns and reducing armor and accuracy by 22 While equipped: Stats +4 Cun +2 Mag offense ------ Mind Crit +4% Damage +30% blight Massive two-handed battleaxes. |
Gloritha the Sunimmortal (18-28 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Master Weapon Damage 18.5 - 27.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +8 light On-Hit, radius 1 +20 light On-crit, radius 2 +16 light On Hit: * 20% chance to reduce all saves and defense by 19 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% Damage +6% light When Hit 8 light defense ------ Resistance +6% mind Massive two-handed battleaxes. |
arcing steel battleaxe of projection (20-31 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego+] Arcane/Psionic Weapon Damage 20.5 - 30.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 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 103 damage Massive two-handed battleaxes. |
caustic steel battleaxe of massacre (30-46 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego+] Nature/Master Weapon Damage 30.5 - 45.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +10 acid +16 nature While equipped: offense ------ Ignore resists +14% acid +10% nature Ignore Armor +12 Massive two-handed battleaxes. |
blazebringer's steel dagger of the mystic (11-14 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Arcane/Nature Weapon Damage 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +20 fire While equipped: Stats +3 Mag +2 Wil offense ------ Spellpower +7 (+1 eff.) Global Speed +3% Ignore resists +8% fire Sharp, short and deadly. |
warbringer's dwarven-steel greatmaul of enduring (44-67 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Ego++] Nature/Master Weapon Damage 44.5 - 66.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% While equipped: Stats +10 Con +10 Wil offense ------ Physical Power +12 (+4 eff.) Ignore resists +10% physical defense ------ Life +42.00 Disarm Resist +25% Massive two-handed mauls. |
slime-covered steel greatsword of crippling (24-38 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Disrupt/Master Weapon Damage 24.0 - 38.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Hit: * 12% chance to slow global speed by 44% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Massive two-handed swords. |
steel greatsword of corruption (22-35 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Arcane Weapon Damage 22.0 - 35.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Hit: 20% Curse of Vulnerability level 2 Massive two-handed swords. |
throat-seeking ash longbow of dampening4.0 Encumbrance T2 longbow 2H weapon [Ego+] Disrupt Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +12 nature On Critical: * silences the target While equipped: offense ------ Ignore resists +14% nature defense ------ Resistance +14% acid +14% lightning +14% cold +12% fire +5% all Spell save +11 (+6 eff.) Longbows are used to shoot arrows at your foes. |
elemental dwarven-steel longsword of massacre (28-39 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego+] Arcane/Master Weapon Damage 28.0 - 39.2 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: * Create an explosion dealing 103 fire damage (1/turn) While equipped: offense ------ Damage +16% fire Ignore resists +8% fire Sharp, long, and deadly. |
acidic steel mace of corruption (14-20 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego+] Arcane Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Hit: 20% Curse of Vulnerability level 2 On Critical: * Splash the target with acid dealing 172 damage over 5 turns and reducing armor and accuracy by 22 Blunt and deadly. |
arcing dwarven-steel mace of evisceration (26-37 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego+] Arcane/Master Weapon Damage 26.5 - 37.1 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 103 damage On Critical: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +8.0% Physical Power +8 (+3 eff.) Blunt and deadly. |
caustic dwarven-steel mace of shearing (28-40 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego++] Nature/Master Weapon Damage 28.5 - 39.9 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-crit, radius 2 +10 acid +19 nature While equipped: offense ------ Ignore resists +13% acid +13% nature +9% all Accuracy +8 (+3 eff.) Ignore Armor +17 Blunt and deadly. |
Velynne the Frozenstar (5-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-hit +8 acid +8 mind While equipped: offense ------ Mind Crit +7% Mindpower +4 (+2 eff.) Damage +6% mind +15% cold Ignore resists +5% cold On-Hit (Melee): * 20% chance to reduce armor by 39% other ------- Hate-on-crit +3.00 Psi-on-crit +2.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of storms (8-9 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +1 Str +3 Dex +3 Mag +1 Wil +2 Cun +4 Con offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) On-Hit 8 lightning Damage +7% lightning Ignore resists +10% lightning defense ------ Resistance +10% lightning other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Ragoyon' (14-15 power, 19 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 13.5 - 14.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +19 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +20 physical While equipped: Stats +4 Cun +3 Dex offense ------ Mind Crit +2% Critical power +15.00% Mindpower +4 (+2 eff.) Damage +3% physical Accuracy +10 (+3 eff.) defense ------ Resistance +2% physical Unlife -40.00 life other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
enhanced cured leather sling of piercing4.0 Encumbrance T2 sling 1H weapon [Ego++] Nature/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats +4 Str +5 Dex +5 Mag +6 Wil +4 Cun +5 Con offense ------ Ignore resists +7% all Accuracy +10 (+3 eff.) Ignore Armor +7 Slings are used to hurl stones or metal shots at your foes. |
halfling hardened leather sling4.0 Encumbrance T3 sling 1H weapon Reqs Dex 24 [Ego+] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: offense ------ Damage +13% physical other ------- Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
Poltergeist's Crystal Shard (16-19 power, 4 apr, physical element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane Weapon Damage 16.0 - 19.2 Arcane Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% Damage Conversion 50% blight While equipped: offense ------ Spell Crit +4% Spellpower +14 (+3 eff.) Damage +18% arcane +18% blight defense ------ Defense +4 (+2 eff.) Resistance +10% arcane +10% blight Affinity +20% arcane Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Create 2 living shards of crystal to serve you for 10 turns. Uses 35 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
ash vilestaff of greater warding (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+1 eff.) Damage +15% darkness defense ------ Armor +7 Defense +7 (+3 eff.) other ------- Wards +3 darkness Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Glimmersin (14-19 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Rare] Master Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +12 light +8 cold On-Hit, radius 1 +4 light While equipped: Stats +3 Con offense ------ Physical Power +9 (+3 eff.) Damage +9% arcane Ignore resists +5% light +7% physical defense ------ Resistance +15% light Disarm Resist +20% One-handed war axes. |
flaming dwarven-steel waraxe of massacre (26-37 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego] Arcane/Master Weapon Damage 26.5 - 37.1 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +10 fire One-handed war axes. |
steel waraxe of the mystic (12-18 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +3 Mag +5 Wil offense ------ Spellpower +5 (+1 eff.) One-handed war axes. |
stormbringer's dwarven-steel waraxe (19-27 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Nature Weapon Damage 19.0 - 26.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-crit, radius 2 +16 lightning +5 cold While equipped: offense ------ Move Speed +20% Ignore resists +9% lightning +11% cold One-handed war axes. |
warbringer's dwarven-steel waraxe of phasing (18-25 power, 16 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Arcane/Master Weapon Damage 18.0 - 25.2 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +16 Critical Rate +4.5% Attack Speed 100% Ignore Shields +10% While equipped: Stats +3 Con offense ------ Physical Power +8 (+3 eff.) Ignore resists +11% physical defense ------ Disarm Resist +16% One-handed war axes. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Rope Belt of the Thaloren1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +15% Mindpower +15 (+8 eff.) other ------- Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
hardened leather belt of burglary1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: Stats +4 Dex +4 Cun +6 Lck defense ------ Stealth +8 other ------- Disarm Traps +20 Infravision +4 A belt that goes around your waist. |
hardened leather belt of the vagrant1.0 Encumbrance T3 belt armor [Ego+] Nature While equipped: Stats +3 Con offense ------ Mindpower +4 (+2 eff.) defense ------ Mind save +5 (+2 eff.) A belt that goes around your waist. |
insulating hardened leather belt of life1.0 Encumbrance T3 belt armor [Ego] Nature/Master While equipped: defense ------ Resistance +9% fire +7% cold Life Regen +1.10 Healmod +12% A belt that goes around your waist. |
insulating rough leather belt of carrying1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: defense ------ Fatigue -5% Resistance +6% fire +6% cold other ------- Encumbrance +20 A belt that goes around your waist. |
insulating rough leather belt of life1.0 Encumbrance T1 belt armor [Ego] Nature/Master While equipped: defense ------ Resistance +6% fire +5% cold Life Regen +0.80 Healmod +10% A belt that goes around your waist. |
noble's hardened leather belt of burglary1.0 Encumbrance T3 belt armor [Ego++] Master While equipped: Stats +3 Dex +4 Wil +7 Cun +6 Lck offense ------ Against +15% Summoned defense ------ Resist Against +15% Summoned Stealth +7 other ------- Disarm Traps +5 Infravision +4 A belt that goes around your waist. |
noble's hardened leather belt of magery1.0 Encumbrance T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Mag +10 Wil +5 Cun offense ------ Spell Crit +4% Against +24% Summoned defense ------ Resist Against +22% Summoned A belt that goes around your waist. |
marshal's cashmere cloak of protection (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +3 Str +3 Con defense ------ Defense +2 (+1 eff.) Physical save +5 (+2 eff.) Spell save +8 (+4 eff.) Mind save +7 (+3 eff.) Life +54.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
timebroken cashmere robe of life (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Arcane/Nature While equipped: Stats +2 Mag +3 Wil offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) Damage +15% arcane +5% temporal defense ------ Resistance +5% blight +11% all Life +40.00 Life Regen +2.30 Healmod +15% other ------- Max mana +24.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bregykath the pair of dwarven-steel boots (30 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +3 Str offense ------ Ignore resists +10% physical Ignore Armor +4 defense ------ Armor +4 Defense +30 (+15 eff.) Fatigue +3% Physical save +6 (+3 eff.) Life Regen +4.00 Healmod +12% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Wanderer's Rest (4 def, 0 armour)0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+2 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 16 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Zeruregorak (5 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Mind Crit +1% When Hit 2 mind defense ------ Armor +3 Defense +5 (+2 eff.) Fatigue +2% other ------- EQ when Hit +0.08 Max hate +6.00 Rush: Puts all charms on 19 turn cooldown Effective talent level: 2.0 Power cost 19 out of 25/25. Range 7 Cooldown: 30 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots of phasing (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil defense ------ Armor +4 Fatigue +3% Blink to a nearby random location (rad 9) Puts all charms on 19 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
stealthy pair of hardened leather boots of evasion (2 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +7 Lck +5 Dex defense ------ Armor +3 Defense +2 (+1 eff.) Stealth +7 Evasion: (Instant) Puts all charms on 23 turn cooldown Effective talent level: 4.0 Power cost 23 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 23% chance to evade melee and ranged attacks and 12 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
traveler's pair of rough leather boots of speed (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +1 Fatigue -5% Physical save +5 (+2 eff.) other ------- Encumbrance +22 A pair of boots made of leather. |
undeterred pair of hardened leather boots of rushing (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats +4 Str +3 Con defense ------ Armor +3 Silence Resist +28% Confus Resist +23% Stun Resist +20% Rush: Puts all charms on 19 turn cooldown Effective talent level: 3.0 Power cost 19 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Darksun (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +7 Str +3 Dex +3 Cun +1 Con offense ------ Physical Power +5 (+2 eff.) Ignore resists +5% physical Accuracy +10 (+3 eff.) When Hit 4 arcane defense ------ Armor +2 Fatigue +3% Resistance +3% darkness Physical save +8 (+4 eff.) other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Fists of the Desert Scorpion (8 def, 4 armour)1.5 Encumbrance T3 hands armor [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun offense ------ Mindpower +3 (+2 eff.) Damage +8% physical defense ------ Armor +4 Defense +8 (+4 eff.) Disarm Resist +40% other ------- Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Mindhook: Effective talent level: 4.0 Power cost 13 out of 24/24. Range 6 Cooldown: 9 Travel.spd instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Hazeripper the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Damage +24% mind Ignore resists +25% cold defense ------ Armor +2 Resistance +15% lightning Life Regen +3.00 other ------- Stamina/turn +1.00 Max stamina +24.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
brawler's dwarven-steel gauntlets of the starseeker (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Dex +3 Mag +6 Cun defense ------ Armor +2 Fatigue +3% Resistance +6% light +6% darkness Physical save +7 (+3 eff.) other ------- Infravision +1 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 16 turn cooldown Effective talent level: 1.0 Power cost 16 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 70.80 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's hardened leather gloves of strength (+7) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +7 Str +3 Dex +3 Cun offense ------ Physical Power +9 (+3 eff.) defense ------ Armor +2 Physical save +10 (+5 eff.) other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Striketouch' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +4 Cun offense ------ On-Hit 6 lightning Damage +4% lightning When Hit 6 lightning On-Hit (Melee): * 10% chance to slow global speed by 44% defense ------ Armor +2 Fatigue +3% Resistance +6% lightning +5% arcane +3% blight other ------- See Invisibility +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +3 Str offense ------ Physical Power +6 (+2 eff.) defense ------ Armor +2 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. |
Adyda (0 def, 5 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +7 Str offense ------ Critical power +5.00% Ignore Armor +2 defense ------ Armor +5 Fatigue +5% Skullcracker: Puts all charms on 16 turn cooldown Effective talent level: 3.0 Power cost 16 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 219.0 Physical damage. If the attack hits, the target is confused (28% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+6 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
dwarven-steel helm 'Salissra' (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Wil +2 Con offense ------ Mind Crit +1% Critical power +10.00% Mindpower +10 (+5 eff.) defense ------ Armor +4 Fatigue +4% Resistance +12% cold other ------- Psi when Hit +0.20 Hate-on-crit +1.00 Max hate +6.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's dwarven-steel helm of the bounder (0 def, 7 armour)3.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +7 Str +7 Dex defense ------ Armor +7 Fatigue +4% other ------- Infravision +2 Skullcracker: Puts all charms on 16 turn cooldown Effective talent level: 3.0 Power cost 16 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 219.0 Physical damage. If the attack hits, the target is confused (28% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
9 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(96 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
scorching alchemist's lamp of clarity1.0 Encumbrance T3 lite [Ego] Arcane/Psionic While equipped: offense ------ When Hit 11 fire defense ------ Resistance +7% fire Mind save +8 (+3 eff.) other ------- Light +4 See Stealth +14 See Invisibility +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
4 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 153 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
cleansing steel torque of psionic shield [power 51] (19 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 19 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
innervating dwarven-steel torque of psionic shield [power 77] (19 cooldown)2.0 Encumbrance T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 77 for 5 turns Puts all charms on 19 turn cooldown 100% to reduce fatigue by 31% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of psionic shield 'Flashtouch' [power 25] (19 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +3% light defense ------ Defense +15 (+7 eff.) Disarm Resist +10% Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 19 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 110] (12 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 12 turn cooldown Natural totems are made by powerful wilders to store nature power. |
evasive ash totem of healing [power 188] (12 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 12 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Lightbringer's Wand2.0 Encumbrance T3 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% light When Hit 18 light defense ------ Resistance +12% darkness +12% light Spell save +15 (+8 eff.) other ------- Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 95 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 27 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Neralle the Skycast [power 10] (12 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Damage +3% lightning Ignore resists +10% mind defense ------ Resistance +15% mind +9% lightning Reveal the area around you, dispelling darkness (radius 10, power 79 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 12 turn cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered elm wand of shielding [power 152] (22 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 152 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 22 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Ionon the Drem Stone Warden level 19
45th Profit 122nd year of Ascendancy at 01:06 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Ionon the Drem Stone Warden level 18
26th Profit 122nd year of Ascendancy at 00:43 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ionon the Drem Stone Warden level 27
38th Dearth 122nd year of Ascendancy at 03:51 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ionon the Drem Stone Warden level 22
24th Wealth 122nd year of Ascendancy at 06:10 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Ionon the Drem Stone Warden level 10
26th Voratun 122nd year of Ascendancy at 07:11 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Ionon the Drem Stone Warden level 20
45th Profit 122nd year of Ascendancy at 15:11 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Ionon the Drem Stone Warden level 26
17th Dearth 122nd year of Ascendancy at 16:28 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Ionon the Drem Stone Warden level 28
41st Dearth 122nd year of Ascendancy at 15:27 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Ionon the Drem Stone Warden level 17
18th Profit 122nd year of Ascendancy at 08:32 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Ionon the Drem Stone Warden level 7
22nd Voratun 122nd year of Ascendancy at 13:12 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Ionon the Drem Stone Warden level 10
28th Voratun 122nd year of Ascendancy at 16:59 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Ionon the Drem Stone Warden level 23
5th Dearth 122nd year of Ascendancy at 22:11 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Ionon the Drem Stone Warden level 16
15th Profit 122nd year of Ascendancy at 13:52 see stats
Log
Melee retaliation hits Animated acidic steel mace of corruption for 17 acid, 4 light, 4 blight, 4 mind, 18 arcane (47 total damage).
Melee retaliation hits Ionon for 8 arcane, 8 arcane (16 total damage).
Animated acidic steel mace of corruption hits Ionon for 73 physical, 8 acid, 8 nature, 9 arcane (98 total damage).
Melee retaliation killed Animated acidic steel mace of corruption!
Ionon picks up (3.): acidic steel mace of corruption (14-20 power, 3 apr).
Animated wyrm's vined mindstar of life uses Telekinetic Smash.
Animated wyrm's vined mindstar of life starts to bleed black blood.
Ionon counter attacks Animated wyrm's vined mindstar of life with his shield shards!
Animated wyrm's vined mindstar of life blocks Ionon's attack and retaliates with his telekinetically wielded weapon!
Animated wyrm's vined mindstar of life repels an attack from Ionon.
Animated wyrm's vined mindstar of life performs a melee critical strike against Ionon!
Ionon is stunned!
Animated wyrm's vined mindstar of life is seized by a stone vine.
Ionon hits Animated wyrm's vined mindstar of life for (19 to psi shield), 28 nature, (4 to psi shield), 6 acid, 36 arcane (71 total damage).
Melee retaliation hits Animated wyrm's vined mindstar of life for (7 to psi shield), 10 acid, 4 light, 4 blight, 2 mind, 18 arcane, (7 to psi shield), 10 acid, 4 light, 4 blight, 4 mind, 18 arcane, (7 to psi shield), 10 acid, 4 light, 4 blight, 2 mind, 18 arcane, (7 to psi shield), 10 acid, 4 light, 4 blight, 2 mind, 18 arcane (155 total damage).
Acid Splash from Animated acidic steel mace of corruption hits Ionon for 3 acid damage.
Animated wyrm's vined mindstar of life hits Ionon for 54 mind, 7 lightning, 10 physical, 9 cold, 7 fire, 6 acid, 14 physical, 21 lightning, 46 physical, 7 lightning, 10 physical, 9 cold, 7 fire, 6 acid, 14 physical, 21 lightning, 39 mind, 7 lightning, 10 physical, 9 cold, 7 fire, 6 acid, 14 physical, 21 lightning, 29 physical, 7 lightning, 10 physical, 9 cold, 7 fire, 6 acid, 14 physical, 21 lightning (462 total damage).
Forest wight casts Lightning.
Moving bloodlich's yew starstaff casts Pulverizing Auger.
Forest wight hits Ionon for 139 lightning damage.
Bleeding from Ionon hits Moving bloodlich's yew starstaff for 30 physical damage.
Black Blood Bleeding from Ionon hits Animated wyrm's vined mindstar of life for 12 darkness damage.
Bleeding from Ionon hits Animated wyrm's vined mindstar of life for (2 to psi shield), 4 physical (4 total damage).
Melee retaliation hits Animated wyrm's vined mindstar of life for (3 to psi shield), 4 acid, 2 light, 2 blight, 2 mind, 8 arcane (17 total damage).
Stone Vine from Ionon hits Animated wyrm's vined mindstar of life for (3 to psi shield), 4 nature, 7 arcane (11 total damage).
Stone Vine from Ionon hits Moving bloodlich's yew starstaff for 6 nature, 7 arcane (14 total damage).
Animated wyrm's vined mindstar of life's Beyond the Flesh hits Ionon for 21 physical, (7 flat reduction), 0 lightning, 10 physical (31 total damage).
Moving bloodlich's yew starstaff hits Ionon for 217 physical damage.
Ionon the level 29 drem stone warden was impaled to death by a Animated wyrm's vined mindstar of life on level 2 of Ruined halfling complex.





































































































































