











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.5This 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 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 36 / 0% |
| Size | big |
| Lifes / Deaths | Killed by orc high pyromancer at level 35 on the 44th Profit 124th year of Ascendancy at 11:41 / 2Killed by overpowered greater multi-hued wyrm at level 36 on the 27th Wealth 124th year of Ascendancy at 02:53 |
Primary Stats
| Strength | 119 (base 47) |
| Dexterity | 51 (base 40) |
| Constitution | 77 (base 60) |
| Magic | 36 (base 10) |
| Willpower | 31 (base 10) |
| Cunning | 19 (base 10) |
Resources
| Life | -141/1380 |
| Stamina | 198/198 |
| Healing Factor | 2.0268825910931 |
| Regeneration | 30.264805640083 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +83.333333333333% |
Vision
| Sight | 10 |
| Lite | 3 |
| ESP Range | 10 |
| ESP Kinds | demon/major, animal/canine, demon/minor |
Offense: Mainhand
| Damage | 130 |
| Accuracy | 47 |
| Crit Chance | 25% |
| APR | 20 |
| Speed | 1.11 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +8% |
| Physical | +12% |
| Fire | +29% |
| All | +2% |
Offense: Damage Penetration
| Physical | +25% |
| Arcane | +5% |
| Fire | +10% |
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 68.819537869068 (81.030927835052%) |
| Defense | 41 |
| Ranged Defense | 46 |
| Fatigue | 0 |
| Physical Save | 85 |
| Spell Save | 82 |
| Mental Save | 59 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Blight | + 32%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 48%( 70%) |
| All | + 15%( 70%) |
| Mind | + 22%( 70%) |
| Lightning | + 37%( 70%) |
| Light | + 20%( 70%) |
| Temporal | + 38%( 70%) |
| Physical | + 22%( 70%) |
| Darkness | + 20%( 70%) |
| Fire | + 58%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Pinning Resistance | 35% |
| Disarm Resistance | 66% |
| Confusion Resistance | 10% |
| Silence Resistance | 5% |
| Stun Resistance | 57% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 57% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 489 damage for 4 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 366 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 139 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Technique / Combat veteran | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.20 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Shield Wall |
| talent | Precise Strikes |
| detrimental effect | Reduces global action speed by 20%. Slow |
| beneficial effect | The target is recovering 58 life each turn. Recovery |
| detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
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 |
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 0.80). | done |
You failed to protect the lone alchemist from death by white worm mass. Escort: lone alchemist (level 2 of Scintillating Caves) | failed |
You failed to protect the lone alchemist from death by giant yellow ant. Escort: lone alchemist (level 3 of Old Forest) | failed |
You failed to protect the lost anorithil from death by Velenn the giant blue ant. Escort: lost anorithil (level 2 of Daikara) | failed |
You failed to protect the lost anorithil from death by brown bear. Escort: lost anorithil (level 3 of Trollmire) | failed |
You failed to protect the lost sun paladin from death by Harkor'Zun. Escort: lost sun paladin (level 1 of Daikara) | failed |
You failed to protect the lost sun paladin from death by thief. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Scintillating Caves. Escort: temporal explorer (level 3 of Scintillating Caves)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 188. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. | done |
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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | 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* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Ulfugar the pair of dwarven-steel boots (5 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +4 Defense +5 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +3% Resists +3% lightning +6% temporal +12% fire Spell.save +30 (+6 eff.) Mind.save +3 (+1 eff.) Silence- +5% Pinning- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Duryladir1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% temporal Res.pen +5% arcane Melee Ret 12 arcane 12 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% temporal Phys.save +8 (+2 eff.) Heal.mod +17% ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+2 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Poxclamor (0 def, 2 armour)1.5 T3 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Mag +2 Wil +3 Con dps ---------- Melee+ 5 acid 5 fire 5 lightning 6 cold Dmg.mod +9% fire Acc +7 (+2 eff.) ----- def ----- Armour +2 Resists +3% fire Phys.save +26 (+5 eff.) Spell.save +5 (+1 eff.) Mind.save +11 (+3 eff.) Disarm- +66% Juggernaut: (Instant) Puts all charms on 30 cooldown Level 5.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. |
| On fingers | gladiator's gold ring of misery0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Str +3 Cun +6 Con dps ---------- Phys.pwr +8 (+2 eff.) Melee+ 5 bleed Ranged+ 10 bleed On Hit (Melee): * 12% chance to cause random gloom On Hit (Ranged): * 10% chance to cause random gloom ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 5.2 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 76%. Rings can have magical properties. |
| On fingers | wizard's stralite ring of warding0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag ----- def ----- Resists +16% acid +18% fire +11% cold +15% lightning Spell.save +6 (+2 eff.) Rings can have magical properties. |
| Around neck | gold amulet 'Blazenigh'0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +6 Str +6 Dex +6 Wil dps ---------- Dmg.mod +18% fire Melee Ret 8 light 16 fire ----- def ----- Resists +6% light +9% fire ---------- misc Light +2 Amulets can have magical properties. |
| In main hand | stralite mace of ruin (33.5-46.9 power, 5 apr)3.0 T4 mace 1H weapon [Ego+] Master Power 33.5 - 46.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Crit.mult +14.00% Apr +8 Blunt and deadly. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Haloran (10 def, 12 armour, 46.5-55.8 power, 139 block)7.0 T4 shield armor [Rare] Arcane When used to Attack: Power 46.5 - 55.8 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +4.5% Block +139 Melee+ +16 temporal While equipped: dps ---------- Res.pen +15% temporal Melee Ret 11 temporal ----- def ----- Armour +12 Defense +10 (+4 eff.) Rng.Def +10 (+3 eff.) Fatigue +14% Resists +15% temporal +5% arcane +6% darkness Confus- +10% Pinning- +15% ---------- misc Talents +4 Block Time Shield: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (312) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 48%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
| Cloak | cashmere cloak 'Flareransom' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +2 Str +4 Dex +2 Mag +3 Wil dps ---------- Res.pen +25% physical +10% fire ----- def ----- Defense +2 (+1 eff.) Phys.save +30 (+6 eff.) Heal.mod +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Jetbane the dwarven-steel plate armour (5 def, 18 armour)17.0 T3 massive armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Cun dps ---------- Mind.pwr +2 (+1 eff.) Melee Ret 12 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +18 Defense +5 (+2 eff.) Fatigue +24% Resists +6% acid +8% physical +9% fire +8% cold +8% mind +8% lightning Mind.save +16 (+4 eff.) HP.reg +4.90 ---------- misc Stam/turn +1.10 Telepathy Demon/Minor Demon/Major A suit of armour made of metal plates. |
Inventory
healing infusion (heal 20)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 20 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion (heal 57)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 57 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+7 for 10 turns, die at -391)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 10 turns. While Heroism is active, you will only die when reaching -391 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 ability. |
insidious poison infusion of the duelist (36 nature damage, 36% healing reduction)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 25 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 35.70 nature damage per turn for 7 turns, and reducing the target's healing received by 36%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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 ability. |
movement infusion (357% speed; 7 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 357% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. 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 ability. |
regeneration infusion (heal 279 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 279 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 7; power 21; turns 5; dispels darkness)0.1 T1 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of Reflection (absorb and reflect 280 for 5 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 280 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
controlled phase door rune (range 5)0.1 T4 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 (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 5. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune (128 fire damage)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 127.71 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune (power 10 for 7 turns)0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 10) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune (power 12 for 7 turns)0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 12) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune (power 7 for 8 turns)0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 7) for 8 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the psychic (power 12 for 8 turns)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 12) for 8 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (600% regen over 10 turns; 30 instant mana)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns and instantly restoring 30 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 ability. |
manasurge rune (719% regen over 10 turns; 36 instant mana)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 719% for 10 turns and instantly restoring 36 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 ability. |
shielding rune of the duelist (absorb 479 for 5 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 479 damage for 5 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 ability. |
teleportation rune of the duelist (range 85)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 85 with a minimum range of 15. 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 ability. |
vision rune of the warrior (radius 12; dur 18; see animal)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (12 radius) and to allow you to see invisible and stealthed creatures (power 34) for 18 turns. Your mind will become more receptive for 18 turns, allowing you to sense any animal around. 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 ability. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+4 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+9 eff.) Confus- -100% Inner Demons: Level 4.0 Pwr.cost 30 out of 30/30. Range 7 Travel.spd instantaneous Is a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 12% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
restful steel amulet of murder0.1 T2 amulet jewelry [Ego+] Master While equipped: dps ---------- Crit.mult +10.00% Acc +5 (+1 eff.) Apr +10 ----- def ----- Fatigue -5% HP.reg +1.30 Amulets can have magical properties. |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+2 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 15 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
conjurer's stralite ring of misery0.1 T4 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Mag +6 Wil +5 Cun dps ---------- Spell.pwr +8 (+4 eff.) Melee+ 10 bleed Ranged+ 12 bleed On Hit (Melee): * 14% chance to cause random gloom On Hit (Ranged): * 10% chance to cause random gloom ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 51%. Rings can have magical properties. |
conjurer's stralite ring of tenacity0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Wil +6 Mag dps ---------- Spell.pwr +9 (+4 eff.) ----- def ----- Max.HP +25.00 Disarm- +30% Pinning- +32% Knockbk- +35% Rings can have magical properties. |
gold ring of misery0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 8 bleed Ranged+ 10 bleed On Hit (Melee): * 12% chance to cause random gloom On Hit (Ranged): * 11% chance to cause random gloom ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
steel ring 'Coalkarma'0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +9% nature +12% lightning HP.reg +1.10 Stun/Frz- +24% Rings can have magical properties. |
steel ring 'Hellbreeze'0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% blight +3% fire +3% nature +18% lightning Mind.save +6 (+1 eff.) Confus- +23% Rings can have magical properties. |
stralite ring 'Arthyrerion'0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind Res.pen +25% mind +20% temporal ----- def ----- Fatigue -8% Resists +6% temporal Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.enc +32 Rings can have magical properties. |
Eksatin's Ultimatum (63-94.5 power, 25 apr)3.0 T4 battleaxe 2H weapon [Unique] Master Power 63.0 - 94.5 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +25 Crit +25.0% Atk.spd 100% On Crit: * decapitate a weakened target While equipped: dps ---------- Crit.mult +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Icy Kill (35-45.5 power, 10 apr)1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Life Drinker (42-54.6 power, 11 apr)1.0 T5 dagger 1H weapon Reqs Mag 44 [Unique] Arcane Power 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Acc+ +0.5% APR / acc Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+6 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd 600% of base 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 7.18 acid and 7.18 blight damage. If not cleared after five turns it will inflict 40.77 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. 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. |
Star (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Cun 24 [Unique] Arcane The star shines alone in a moonless sky. Power 25.0 - 32.5 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +20 Crit +20.0% Atk.spd 100% Melee+ +20 light While equipped: dps ---------- Dmg.mod +10% light ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
insidious stralite dagger (30-39 power, 9 apr)1.0 T4 dagger 1H weapon [Ego] Nature Power 30.0 - 39.0 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +24 insidious poison Sharp, short and deadly. |
stralite dagger (29-37.7 power, 9 apr)1.0 T4 dagger 1H weapon [Normal] Power 29.0 - 37.7 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Sharp, short and deadly. |
dwarven-steel greatmaul (41.5-62.25 power, 2 apr)5.0 T3 greatmaul 2H weapon [Normal] Power 41.5 - 62.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
blazebringer's stralite greatsword of dampening (46-73.6 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Nature/Disrupt Power 46.0 - 73.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +16 fire While equipped: dps ---------- All.spd +4% Res.pen +16% fire ----- def ----- Resists +16% acid +16% fire +16% cold +19% lightning Spell.save +9 (+2 eff.) Massive two-handed swords. |
elven-wood longbow4.0 T4 longbow 2H weapon Reqs Shoot [Normal] Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Longbows are used to shoot arrows at your foes. |
fungal yew longbow of power4.0 T3 longbow 2H weapon Reqs Shoot [Ego] Nature/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +8 While equipped: Stats +5 Con dps ---------- Dmg.mod +17% physical Res.pen +15% physical ---------- misc Masteries +0.15 Wild-gift/Fungus Regenerate 66 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
yew longbow4.0 T3 longbow 2H weapon Reqs Shoot [Normal] Acc+ +0.2% crit / acc Atk.spd 125% Range +8 Longbows are used to shoot arrows at your foes. |
balanced stralite longsword of erosion (33.5-46.9 power, 5 apr)3.0 T4 longsword 1H weapon [Ego] Nature/Master Power 33.5 - 46.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +9 nature +9 temporal While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +34% Sharp, long, and deadly. |
glacial stralite longsword of shearing (34.5-48.3 power, 5 apr)3.0 T4 longsword 1H weapon [Ego++] Nature/Master Power 34.5 - 48.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% On Crit.r2 +17 ice While equipped: dps ---------- Dmg.mod +9% physical Res.pen +8% physical +8% cold Apr +9 ----- def ----- Armour +9 Sharp, long, and deadly. |
stralite longsword (33-46.2 power, 5 apr)3.0 T4 longsword 1H weapon [Normal] Power 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Sharp, long, and deadly. |
Darkradiance (27.5-38.5 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Disrupt Power 27.5 - 38.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +10 nature On Hit: * 25% chance to remove a magical effect While equipped: Stats +4 Dex dps ---------- Dmg.mod +3% darkness Apr +5 ----- def ----- Armour +4 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Max.HP +20.00 Blunt and deadly. |
Flashworm the stralite mace (36-50.4 power, 5 apr)3.0 T4 mace 1H weapon [Rare] Master Power 36.0 - 50.4 Lightning Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 111% While equipped: Stats +5 Dex +3 Wil +2 Con dps ---------- Dmg.mod +9% lightning Acc +13 (+4 eff.) On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Fatigue -6% Resists +6% lightning Blunt and deadly. |
stralite mace (34.5-48.3 power, 5 apr)3.0 T4 mace 1H weapon [Normal] Power 34.5 - 48.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Blunt and deadly. |
stralite mace of evisceration (34.5-48.3 power, 5 apr)3.0 T4 mace 1H weapon [Ego+] Master Power 34.5 - 48.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% On Crit: * wounds the target for 7 turns: 19 bleeding, 64% reduced healing While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +8 (+2 eff.) Blunt and deadly. |
absorbing pulsing mindstar (12.5-13.75 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature/Psionic This mindstar absorbs psionic energy that needs to be projected. Power 12.5 - 13.8 Mind Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) ----- def ----- Resists +12% lightning +13% fire +9% cold ---------- misc Masteries +0.20 Psionic/Voracity +0.20 Psionic/Absorption 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. |
horrifying thorny mindstar of frost (8-8.8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic This natural frost should be returned to the wyrm. Power 8.0 - 8.8 Nature Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +8% cold +5% mind +4% darkness Res.pen +7% cold Melee Ret 10 ice 6 mind 5 darkness ----- def ----- Armour +7 Resists +8% cold Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar (13-14.3 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Normal] Nature Power 13.0 - 14.3 Nature Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) 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. |
halfling reinforced leather sling of acid4.0 T4 sling 1H weapon Reqs Shoot [Ego+] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +9 Ranged+ +10 acid While equipped: dps ---------- Dmg.mod +12% acid +14% physical ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
runic reinforced leather sling of lightning4.0 T4 sling 1H weapon Reqs Shoot [Ego+] Arcane Acc+ +0.1% dam / acc Atk.spd 125% Range +9 Ranged+ +9 lightning On Hit: 10% Arcane Vortex 3 While equipped: Stats +3 Mag dps ---------- Spell.pwr +7 (+3 eff.) Dmg.mod +14% lightning +9% arcane Slings are used to hurl stones or metal shots at your foes. |
Sceptre of the Archlich (40-48 power, 12 apr, darkness element)5.0 T4 staff 2H weapon Reqs Mag 40 [Unique] Arcane It desires to be surrounded by undeath. Power 40.0 - 48.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Spell.pwr +28 (+13 eff.) Dmg.mod +26% darkness ---------- misc Masteries +0.20 Spell/Necrotic minions +0.20 Celestial/Star fury +0.10 Spell/Advanced necrotic minions This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
elven-wood magestaff (25-30 power, 5 apr, arcane element)5.0 T4 staff 2H weapon [Normal] Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+6 eff.) Dmg.mod +25% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood starstaff (25-30 power, 5 apr, temporal element)5.0 T4 staff 2H weapon [Normal] Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+6 eff.) Dmg.mod +25% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's elven-wood magestaff of greater warding (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +4% Spell.pwr +19 (+9 eff.) Melee+ 19 arcane Dmg.mod +25% fire ----- def ----- Armour +9 Defense +10 (+4 eff.) ---------- misc Max.mana +60.00 Wards +3 fire Talents +1 Command Staff +3 Ward Staves designed for wielders of magic, by the greats of the art. |
magelord's yew magestaff of projection (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +6% Spell.pwr +19 (+9 eff.) Melee+ 18 arcane Dmg.mod +20% cold ---------- misc Max.mana +62.00 Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 8) dealing 38.13 to 45.75 cold damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
short elven-wood vilestaff of illumination (25-30 power, 5 apr, acid element)5.0 T4 staff 1H weapon [Ego] Nature/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+6 eff.) Dmg.mod +25% acid On Hit (Melee): * 11% chance to blind ----- def ----- Defense +11 (+4 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 63.01 light damage. Staves designed for wielders of magic, by the greats of the art. |
surging elven-wood vilestaff (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+6 eff.) S.pwr/crit +6 Dmg.mod +25% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Trident of the Tides (80-112 power, 20 apr)3.0 T4 trident 2H weapon [Unique] Nature Power 80.0 - 112.0 Physical Uses 140% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc 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 3.0 Pwr.cost 60 out of 150/150. Range 10 Travel.spd instantaneous Is a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 101.99. If this is used on a friendly target the cooldown is halved. 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. |
orite trident of amnesia (42-67.2 power, 13 apr)3.0 T4 trident 2H weapon [Ego+] Psionic Power 42.0 - 67.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +13 Crit +3.5% Atk.spd 100% On Hit: * 25% chance to put talents on cooldown While equipped: A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
balanced stralite waraxe of daylight (32-44.8 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Arcane/Master Power 32.0 - 44.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +10 light Against +10% Undead While equipped: dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +10 (+4 eff.) Disarm- +23% One-handed war axes. |
manaburning stralite waraxe of erosion (28.5-39.9 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Nature/Disrupt Power 28.5 - 39.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +10 temporal +11 nature On Hit: * 10 arcane resource burn One-handed war axes. |
truestriking dwarven-steel waraxe of shearing (17.5-24.5 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego++] Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +8% physical Res.pen +19% physical Acc +8 (+2 eff.) Apr +15 One-handed war axes. |
Sparkbutcher1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% darkness +9% lightning Res.pen +10% darkness Melee Ret 12 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +16 (+6 eff.) Resists +6% darkness +9% lightning Stealth +9 A belt that goes around your waist. |
Strikebiter the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) Dmg.mod +18% blight +6% lightning Res.pen +25% blight On Hit (Melee): * 20% chance to disease ----- def ----- Mind.save +6 (+1 eff.) A belt that goes around your waist. |
hardened leather belt of the mystic1.0 T3 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Mind.save +6 (+1 eff.) A belt that goes around your waist. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: ----- def ----- Resists +6% blight D.Red.from +18% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Acc +3 (+1 eff.) Apr +4 ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of mindcraft (2 def, 7 armour)2.0 T3 cloak armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +7% ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +16% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
silk robe (3 def, 0 armour)2.0 T4 cloth armor [Normal] While equipped: ----- def ----- Defense +3 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe (3 def, 0 armour)2.0 T4 cloth armor [Normal] While equipped: ----- def ----- Defense +3 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of power (3 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane/Nature While equipped: Stats +5 Con dps ---------- Spell.pwr +16 (+8 eff.) Dmg.mod +15% nature +8% all ----- def ----- Defense +3 (+1 eff.) Poison- +32% Disease- +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Adunne the Burnseam (0 def, 4 armour)3.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% fire Res.pen +25% fire Melee Ret 20 mind 16 fire ----- def ----- Armour +4 Fatigue +3% Resists +12% fire Silence- +30% Confus- +31% Stun/Frz- +28% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Silomira (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str +3 Cun +4 Con dps ---------- Res.pen +15% temporal Apr +2 Melee Ret 16 temporal ----- def ----- Armour +4 Fatigue +3% Phys.save +14 (+3 eff.) Mind.save +15 (+4 eff.) HP.reg +0.80 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.stam +15.00 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 'Bregeladan' (0 def, 15 armour)3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Res.pen +20% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +15 Fatigue +3% Resists +6% blight +5% arcane Spell.save +9 (+2 eff.) Mind.save +6 (+1 eff.) Blind- +30% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A pair of boots made of leather. |
Gethra the hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Random Unique] Master/Psionic While equipped: Stats +1 Cun dps ---------- Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Crit.mult +9.00% Dmg.mod +12% mind Acc +9 (+3 eff.) ----- def ----- Armour +2 Resists +11% darkness +6% fire Spell.save +10 (+2 eff.) HP.reg +1.80 ---------- misc Stam/turn +1.00 Max.stam +24.00 Infravis +1 Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Normal] While equipped: ----- def ----- Armour +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Normal] While equipped: ----- def ----- Armour +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady dwarven-steel gauntlets of dispersion (0 def, 2 armour)1.5 T3 hands armor [Ego+] Arcane/Psionic While equipped: Stats +5 Wil +5 Mag dps ---------- Melee+ 7 arcane Acc +5 (+1 eff.) ----- def ----- Armour +2 Resists +3% arcane Phys.save +7 (+1 eff.) Mind.save +7 (+2 eff.) Disarm- +24% Disperse Magic: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of Command (3 def, 6 armour)3.0 T3 head armor Reqs Cun 25 [Unique] Master While equipped: Stats +10 Wil +3 Con dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Technique/Field control Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Yaldan Baoth (0 def, 6 armour)3.0 T4 head armor [Unique] Master While equipped: Stats +7 Con +10 Wil dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% light +15% darkness Res.Cap +10% darkness Unseen.red 25% ---------- misc Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
cashmere wizard hat of lightning (+19%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +13% lightning ----- def ----- Defense +2 (+1 eff.) Resists +19% lightning A pointy cloth hat, very wizardly... |
catburglar's hardened leather cap of fortune (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +8 Lck +5 Dex dps ---------- Phys.crit +2.0% Spell.crit +4% Mind.crit +4% ----- def ----- Armour +3 Fatigue +3% Resists +12% darkness ---------- misc Infravis +2 A cap made of leather. |
mindcaging hardened leather cap of ire (0 def, 3 armour)2.0 T3 head armor [Ego++] Master/Psionic While equipped: Stats +3 Str +2 Con ----- def ----- Armour +3 Fatigue +3% Resists +14% mind Phys.save +6 (+1 eff.) Mind.save +22 (+5 eff.) Confus- +29% Battle Cry: Puts all charms on 28 cooldown Level 2.6 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
mindwoven cashmere wizard hat of balance (2 def, 0 armour)2.0 T3 head armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) ---------- misc Psi/turn +0.15 Equi/ret +1.30 Psi/ret +1.00 Hate/ret +1.30 A pointy cloth hat, very wizardly... |
mindwoven cashmere wizard hat of the sentry (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) ----- def ----- Defense +2 (+1 eff.) ---------- misc Psi/turn +0.19 Infravis +5 See.Stealth +9 See.Invis +11 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 25%, and attempts to push all creatures other than yourself out of its radius, inflicting 5.09 light damage and 5.09 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Flashstreak the stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor [Random Unique] Disrupt/Master While equipped: Stats +3 Cun +6 Str ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +16% Resists +20% acid +9% physical +14% darkness +10% blight +16% nature +9% light D.Red.from +5% Unnatural Mind.save +10 (+2 eff.) ---------- misc Light +3 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor [Normal] While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +16% A suit of armour made of mail. |
stralite mail armour of the deep (4 def, 9 armour)14.0 T4 heavy armor [Ego+] Nature While equipped: ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +16% Resists +8% acid +9% cold ---------- misc Breathe water A suit of armour made of mail. |
Boltbait (5 def, 18 armour)9.0 T5 light armor [Rare] Arcane While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +9% lightning +12% physical ----- def ----- Armour +18 Defense +5 (+2 eff.) Fatigue +8% Resists +9% arcane Phys.save +9 (+2 eff.) Spell.save +25 (+5 eff.) HP.reg +0.40 Heal.mod +15% A suit of armour made of leather. |
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 (+5 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. |
cleansing reinforced leather armour (4 def, 7 armour)9.0 T4 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +7 Defense +4 (+2 eff.) Fatigue +8% Resists +14% nature +13% blight A suit of armour made of leather. |
enlightening reinforced leather armour (4 def, 7 armour)9.0 T4 light armor [Ego+] Psionic While equipped: Stats +5 Cun +3 Wil ----- def ----- Armour +7 Defense +4 (+2 eff.) Fatigue +8% Mind.save +14 (+3 eff.) A suit of armour made of leather. |
radiant reinforced leather armour (4 def, 7 armour)9.0 T4 light armor [Ego+] Nature While equipped: Stats +3 Wil dps ---------- Melee Ret 7 light ----- def ----- Armour +7 Defense +4 (+2 eff.) Fatigue +8% Resists +18% blight +15% darkness ---------- misc Light +1 A suit of armour made of leather. |
Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+4 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+3 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
searing stralite plate armour of fire resistance (7 def, 13 armour)17.0 T4 massive armor [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 12 acid 12 fire Melee Ret 12 acid 12 fire ----- def ----- Armour +13 Defense +7 (+3 eff.) Fatigue +26% Resists +10% acid +45% fire A suit of armour made of metal plates. |
spiked stralite plate armour of lightning resistance (7 def, 13 armour)17.0 T4 massive armor [Ego] Master While equipped: dps ---------- Melee Ret 13 physical ----- def ----- Armour +13 Defense +7 (+3 eff.) Fatigue +26% Resists +19% lightning A suit of armour made of metal plates. |
crackling stralite shield of lightning resistance (+35%) (10 def, 2 armour, 45-54 power, 144.5 block)7.0 T4 shield armor [Ego+] Arcane/Master When used to Attack: Power 45.0 - 54.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +4.5% Block +144 Melee+ +13 lightning While equipped: Stats +1 Dex dps ---------- On Melee Ret: * 12% chance to daze at end of turn ----- def ----- Armour +2 Defense +10 (+4 eff.) Rng.Def +10 (+3 eff.) Fatigue +14% Resists +35% lightning ---------- misc Talents +4 Block Handheld deflection devices. |
stralite shield (10 def, 2 armour, 47.5-57 power, 135.5 block)7.0 T4 shield armor [Normal] When used to Attack: Power 47.5 - 57.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +4.5% Block +136 While equipped: ----- def ----- Armour +2 Defense +10 (+4 eff.) Rng.Def +10 (+3 eff.) Fatigue +14% ---------- misc Talents +4 Block Handheld deflection devices. |
stralite shield of crushing (10 def, 2 armour, 54.5-65.4 power, 140 block)7.0 T4 shield armor [Ego+] Master When used to Attack: Power 54.5 - 65.4 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +4.5% Block +140 On Crit: * smash the target with your shield crippling them While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +6 (+1 eff.) ----- def ----- Armour +2 Defense +10 (+4 eff.) Rng.Def +10 (+3 eff.) Fatigue +14% ---------- misc Talents +4 Block Handheld deflection devices. |
slimey-burst quiver of elven-wood arrows of accuracy (21/21, 44-61.6 power, 14 apr)3.0 T4 arrow ammo [Ego] Disrupt/Master Power 44.0 - 61.6 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Acc +21 Apr +14 Crit +2.5% Capacity 21 On Hit.r1 +17 nature slow On Crit.r2 +17 nature slow Arrows are used with bows to pierce your foes to death. |
450 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. |
6 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe (dig speed 31 turns)3.0 T3 digger tool [Normal] While equipped: Stats +2 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Branodeharathad' (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Res.pen +16% physical ----- def ----- Resists +24% lightning +12% cold +5% arcane +6% mind Phys.save +12 (+2 eff.) Knockbk- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolรซ2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Corrupted heart of the Sandworm Queen0.0 heart corpse [Plot Item] Arcane Consume the heart. The heart of the Sandworm Queen, ripped from her dead body and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Murkpyre1.0 T3 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +7% darkness Res.pen +25% temporal Melee Ret 8 nature On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +7% light +3% temporal Affinity +5% darkness Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +3 Infravis +4 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 93.05 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (85 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
7 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
Frozen Shards (25/25, 32-38.4 power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Ice Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Capacity 25 On Hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
pouch of stralite shots (19/19, 42-50.4 power, 5 apr)3.0 T4 shot ammo [Normal] Power 42.0 - 50.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 19 Shots are used with slings to pummel your foes to death. |
tundral pouch of stralite shots of crippling (20/20, 44-52.8 power, 5 apr)3.0 T4 shot ammo [Ego+] Nature/Master Power 44.0 - 52.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +5 Crit +14.5% Capacity 20 Ranged+ +16 cold On Crit.r2 +11 cold On Crit: * cripple the target Shots are used with slings to pummel your foes to death. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+2 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+2 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 46 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
stralite torque of clear mind [power 3] (10 cooldown)2.0 T4 torque charm [Ego] Psionic Absorb and nullify at most 3 detrimental mental status effects in the next 10 turns Puts all charms on 10 cooldown Torques are made by powerful psionics to store psionic powers. |
elven-wood wand of firewall [power 201] (6 cooldown)2.0 T4 wand charm [Ego] Arcane Creates a wall of flames lasting 4 turns (dealing 259 fire damage overall) Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Thorin the Dwarf Bulwark level 31
12nd Gold 124th year of Ascendancy at 04:18 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Thorin the Dwarf Bulwark level 24
15th Iron 123rd year of Ascendancy at 18:41 see stats
Are you out of your mind?! (Roguelike)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Thorin the Dwarf Bulwark level 36
27th Wealth 124th year of Ascendancy at 02:43 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Thorin the Dwarf Bulwark level 35
16th Voratun 124th year of Ascendancy at 20:09 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Thorin the Dwarf Bulwark level 17
23rd Wealth 122nd year of Ascendancy at 23:50 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Thorin the Dwarf Bulwark level 33
23rd Gold 124th year of Ascendancy at 08:58 see stats
Don't Poosh it! (Roguelike)
Killed Kelad in the lost land of Poosh.By Thorin the Dwarf Bulwark level 29
23rd Gold 123rd year of Ascendancy at 05:10 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Thorin the Dwarf Bulwark level 16
21st Wealth 122nd year of Ascendancy at 20:00 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Thorin the Dwarf Bulwark level 25
29th Iron 123rd year of Ascendancy at 19:56 see stats
Flooder (Roguelike)
Defeated Ukllmswwik while doing his own quest.By Thorin the Dwarf Bulwark level 34
6th Voratun 124th year of Ascendancy at 15:25 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Thorin the Dwarf Bulwark level 16
17th Wealth 122nd year of Ascendancy at 11:27 see stats
Level 10 (Roguelike)
Got a character to level 10.By Thorin the Dwarf Bulwark level 10
19th Profit 122nd year of Ascendancy at 13:30 see stats
Level 20 (Roguelike)
Got a character to level 20.By Thorin the Dwarf Bulwark level 20
10th Shortage 122nd year of Ascendancy at 21:08 see stats
Level 30 (Roguelike)
Got a character to level 30.By Thorin the Dwarf Bulwark level 30
19th Stralite 123rd year of Ascendancy at 09:33 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Thorin the Dwarf Bulwark level 15
11st Wealth 122nd year of Ascendancy at 14:48 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Thorin the Dwarf Bulwark level 35
15th Profit 124th year of Ascendancy at 10:04 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Thorin the Dwarf Bulwark level 33
23rd Gold 124th year of Ascendancy at 15:21 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Thorin the Dwarf Bulwark level 4
19th Voratun 122nd year of Ascendancy at 04:15 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By Thorin the Dwarf Bulwark level 18
3rd Dearth 122nd year of Ascendancy at 09:36 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Thorin the Dwarf Bulwark level 29
2nd Gold 123rd year of Ascendancy at 19:44 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Thorin the Dwarf Bulwark level 25
29th Iron 123rd year of Ascendancy at 10:10 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By Thorin the Dwarf Bulwark level 17
22nd Wealth 122nd year of Ascendancy at 18:29 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Thorin the Dwarf Bulwark level 29
1st Gold 123rd year of Ascendancy at 23:40 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Thorin the Dwarf Bulwark level 24
15th Iron 123rd year of Ascendancy at 17:42 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Thorin the Dwarf Bulwark level 14
4th Wealth 122nd year of Ascendancy at 08:29 see stats
Unstoppable (Roguelike)
Returned from the dead.By Thorin the Dwarf Bulwark level 35
44th Profit 124th year of Ascendancy at 11:41 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Thorin the Dwarf Bulwark level 23
15th Iron 123rd year of Ascendancy at 02:49 see stats
Log
Multi-hued drake hits Overpowered greater multi-hued wyrm for 58 fire damage.
Multi-hued drake hits Something for 160 fire damage.
Multi-hued drake hits Something for 120 fire damage.
Multi-hued drake hits Something for 160 fire damage.
Multi-hued drake hits Overpowered greater multi-hued wyrm for 58 fire damage.
Multi-hued drake hits Something for 160 fire damage.
Multi-hued drake hits Something for 51 lightning damage.
Multi-hued drake hits Something for 108 lightning damage.
Multi-hued drake hits Something for 85 lightning damage.
Multi-hued drake hits Overpowered greater multi-hued wyrm for 78 lightning damage.
Multi-hued drake hits Something for 146 lightning damage.
Multi-hued drake hits Multi-hued drake for 131 lightning damage.
Multi-hued drake hits Something for 129 lightning damage.
Multi-hued drake hits Overpowered greater multi-hued wyrm for 78 lightning damage.
Multi-hued drake hits Something for 164 lightning damage.
Multi-hued drake hits Something for 7 fire, 8 cold (16 total damage).
Multi-hued drake hits Something for 164 lightning damage.
Multi-hued drake hits Overpowered greater multi-hued wyrm for 78 lightning damage.
Multi-hued drake hits Multi-hued drake for 5 fire, 5 cold (11 total damage).
Something hits Multi-hued drake for 112 lightning damage.
Multi-hued drake hits Overpowered greater multi-hued wyrm for 50 cold damage.
Multi-hued drake hits Multi-hued drake for 120 cold damage.
Multi-hued drake hits Multi-hued drake hatchling for 6 fire, 8 cold (14 total damage).
Multi-hued drake hits Multi-hued drake hatchling for 6 fire, 8 cold (15 total damage).
Multi-hued drake hits Multi-hued drake for 123 cold damage.
Multi-hued drake hits Multi-hued drake hatchling for 158 cold damage.
Multi-hued drake hits Overpowered greater multi-hued wyrm for 47 cold damage.
Thorin is recovering from the damage!
Saving game...


































































































































