











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Wanderer |
| Level / Exp | 27 / 80% |
| Size | big |
| Lifes / Deaths | Killed by Weirdling Beast at level 27 on the 25th Gold 123rd year of Ascendancy at 07:46 / 1 |
Primary Stats
| Strength | 112 (base 55) |
| Dexterity | 22 (base 12) |
| Constitution | 62 (base 47) |
| Magic | 12 (base 12) |
| Willpower | 17 (base 12) |
| Cunning | 24 (base 12) |
Resources
| Life | -193/866 |
| Mana | 240/291 |
| Stamina | 81/216 |
| Healing Factor | 1.4698029716161 |
| Regeneration | 6.2466626293684 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +25% |
| Spell | -1.1102230246252E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 182 |
| Accuracy | 60 |
| Crit Chance | 11% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +10% |
| Physical | +8% |
| Temporal | +10% |
| Nature | +12% |
| Arcane | +6% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +15% |
| Lightning | +15% |
| Mind | +20% |
| Darkness | +19% |
Defense: Base
| Armour (hardiness) | 61.696069162037 (70.706312323954%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 0 |
| Physical Save | 58 |
| Spell Save | 42 |
| Mental Save | 41 |
Defense: Resistances
| Fire | + 28%( 70%) |
| Acid | + 30%( 70%) |
| Nature | + 14%( 70%) |
| Temporal | + 26%( 70%) |
| Darkness | + 29%( 70%) |
| Physical | + 14%( 70%) |
| Cold | + 32%( 70%) |
| All | + 12%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (5/5)
| 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 506 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 265 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 386 damage for 4 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 753% 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. |
Class Talents
| Cunning / Shadow magic | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Ice | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Eclipse | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Earth | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Slime | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Corruption / Vile life | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 4/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Spectre | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | 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. | 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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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. | active |
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 avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed bear paw. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed vial of squid ink. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed length of troll intestine. * You've found the needed hummerhorn wing. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Smearroar' (0 def, 15 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +6% nature ----- def ----- Armour +15 Resists +3% physical HP.reg +4.00 Heal.mod +13% A pair of boots made of leather. |
| Light source | brass lantern 'Darkking'2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +5% darkness Melee Ret 2 mind ----- def ----- Defense +20 (+7 eff.) Resists +3% darkness +3% cold Die.at -40.00 life ---------- misc Light +6 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 | Draleg (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Dex +2 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +6% arcane +6% temporal Res.pen +15% arcane Melee Ret 4 temporal ----- def ----- Armour +3 Fatigue +3% Resists +11% cold ---------- misc Breathe water A cap made of leather. |
| Tool | Khelalin the Sparkreign [power 260] (2/15 cooldown)2.0 T4 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +6% mind Res.pen +15% mind +15% lightning Fire a magical bolt dealing 260 cold damage Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. 100% to reduce fatigue by 45% for 2 turns. 100% to reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Nerorimina the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Dex +6 Con dps ---------- Phys.crit +3.0% Apr +1 ----- def ----- Defense +25 (+8 eff.) Resists +3% acid Spell.save +14 (+4 eff.) ---------- misc Stam/turn +3.00 Max.stam +21.00 Rings make your fingers look great! |
| On fingers | Halaneg the Forestbane0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Cun dps ---------- Crit.mult +20.00% Apr +3 Melee Ret 2 nature ----- def ----- Armour +6 Defense +10 (+3 eff.) Phys.save +6 (+2 eff.) Rings make your fingers look great! |
| Around waist | Loammalice the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +15 (+4 eff.) Dmg.mod +3% physical Acc +20 (+5 eff.) Apr +2 On Hit (Melee): * 20% chance to slow global speed by 39% ----- def ----- Defense +11 (+4 eff.) Stealth +10 A belt that goes around your waist. |
| In main hand | Snowtickler (49-74 power, 2 apr)5.0 T3 greatmaul 2H weapon [Random Unique] Nature/Master/Psionic Power 49.0 - 73.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +9 nature +14 darkness Against +12% Living While equipped: Stats +2 Cun +2 Mag ----- def ----- Resists +9% cold Crit.chn- 5.00% ---------- misc Infravis +2 Massive two-handed mauls. |
| On hands | Hellkarma the dwarven-steel gauntlets (0 def, 7 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 temporal 7 physical Ranged+ 7 temporal Dmg.mod +5% physical +6% mind +4% temporal Res.pen +5% mind Acc +10 (+3 eff.) ----- def ----- Armour +7 Fatigue +3% Resists +6% fire +7% temporal Unarmed combat: Power 22.0 - 30.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +7 Apr +9 Crit +12.0% Atk.spd 83% On Hit.r1 +7 physical On Crit.r2 +7 physical On Hit: 10% Sand Breath 3 On Hit: * 8% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Murkwitch (3 def, 23 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: dps ---------- Melee+ 12 acid 17 fire Acc +5 (+1 eff.) Apr +3 Melee Ret 10 acid 10 fire 6 physical On Hit (Melee): * 20% chance to reduce damage dealt by 12% ----- def ----- Armour +23 Defense +3 (+1 eff.) Fatigue +6% Resists +18% acid +12% fire Phys.save +7 (+2 eff.) A suit of armour made of mail. |
| Cloak | Wretchcrypt the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Master/Psionic While equipped: Stats +2 Wil dps ---------- Crit.mult +17.00% Dmg.mod +10% darkness +6% nature Res.pen +14% darkness Acc +10 (+3 eff.) Apr +8 On Hit (Melee): * 20% chance to slow global speed by 39% ----- def ----- Defense +2 (+1 eff.) Resists +9% temporal +17% darkness +3% nature Mind.save +7 (+2 eff.) Stealth +17 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the warrior (die at -647; dur 6; cd 33)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 33 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -647 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 1295 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 Strength 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 titan (speed 699%; cd 18)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 699% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the titan (speed 683%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 683% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the warrior (speed 824%; cd 17)0.1 infusion scroll [Ego] 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 824% 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. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 441; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 441 life over 5 turns. 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. Press to compare to your current inscriptions |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] 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 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. |
acid wave rune of the warrior (damage 302; dur 4; cd 20)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to unleash a cone dealing 302.40 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 277; dur 4; cd 17)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 277 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
teleportation rune of the titan (range 83; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 83 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Crackleradiance0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +6% cold +3% mind Res.pen +15% lightning Melee Ret 6 cold ----- def ----- Resists +12% light +16% darkness +15% mind Blind- +24% Amulets make your neck look great! |
Emelyth0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +7 Con dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +15% physical ----- def ----- Armour +5 Defense +6 (+2 eff.) Res.Cap +4% all Phys.save +12 (+3 eff.) ---------- misc Equi/ret +0.08 Hate/m.crit +2.00 Max.psi +40.00 Amulets make your neck look great! |
cleansing copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Str ----- def ----- Resists +11% nature +11% blight Poison- +20% Disease- +22% Amulets make your neck look great! |
copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
copper amulet 'Ragiravor'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex +3 Con dps ---------- Mind.crit +3% Phys.pwr +15 (+4 eff.) Res.pen +5% physical Acc +5 (+1 eff.) ---------- misc Max.hate +2.00 Amulets make your neck look great! |
copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets make your neck look great! |
gold amulet of magic (+5)0.1 T3 amulet jewelry [Ego] Arcane While equipped: Stats +5 Mag Amulets make your neck look great! |
grounding steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +15% lightning Stun/Frz- +24% Amulets make your neck look great! |
restful copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
serendipitous steel amulet of strength (+5)0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +5 Lck +3 Str dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Unseen.red 12% Amulets make your neck look great! |
stabilizing gold amulet of willpower (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil ----- def ----- Resists +10% temporal Pinning- +22% Knockbk- +27% Amulets make your neck look great! |
starlit copper amulet of dexterity (+4)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex ----- def ----- Resists +11% light +11% darkness Blind- +21% Amulets make your neck look great! |
Anigonarirath0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +24% acid ----- def ----- Resists +5% arcane Crit.chn- 15.00% Phys.save +6 (+2 eff.) Mind.save +7 (+2 eff.) Confus- +43% Teleport- +20% Rings make your fingers look great! |
Emylraba0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +11% acid +6% physical ----- def ----- Resists +22% acid +3% physical ---------- misc Max.stam +30.00 Rings make your fingers look great! |
Hailbearer0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Spell.crit +1% Res.pen +5% blight Phasing +20% Melee Ret 2 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 14 ----- def ----- Resists +6% cold Blind- +23% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +3 See.Stealth +9 See.Invis +6 Rings make your fingers look great! |
Jetraze the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% nature +14% cold Res.pen +5% nature On Hit (Melee): * 20% chance to reduce damage dealt by 12% ----- def ----- Resists +28% cold +12% nature +3% darkness Rings make your fingers look great! |
Porariarin0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +2 Cun +4 Str dps ---------- Dmg.mod +6% physical ----- def ----- Armour +8 Defense +4 (+1 eff.) Resists +6% nature +6% cold Phys.save +7 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Rings make your fingers look great! |
Sunshear0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Cun +2 Con dps ---------- Dmg.mod +6% light ----- def ----- Crit.chn- 15.00% HP.reg +2.00 Stun/Frz- +25% ---------- misc See.Invis +12 Rings make your fingers look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) Confus- +24% Rings make your fingers look great! |
copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +7 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% 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! |
copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% 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! |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +23.00 Disarm- +20% Pinning- +21% Knockbk- +20% Rings make your fingers look great! |
marksman's copper ring of aether (+11%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% arcane Acc +6 (+2 eff.) ----- def ----- Resists +11% arcane Rings make your fingers look great! |
psionicist's gold ring of misery0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun +2 Wil dps ---------- Melee+ 13 physical Ranged+ 17 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 14 On Hit (Ranged): * 14% chance to reduce all saves and defense by 14 ----- def ----- Mind.save +4 (+1 eff.) ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
psionicist's steel ring of frost (+20%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Mind.save +6 (+2 eff.) Rings make your fingers look great! |
psionicist's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +7 (+5 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Mind.save +6 (+2 eff.) Rings make your fingers look great! |
rogue's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +6 (+2 eff.) Resists +22% lightning Rings make your fingers look great! |
steel ring of misery0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 10 physical Ranged+ 8 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 14 On Hit (Ranged): * 11% chance to reduce all saves and defense by 14 ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Rings make your fingers look great! |
titan's gold ring of fire (+24%)0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +12% fire ----- def ----- Resists +24% fire Phys.save +8 (+2 eff.) Rings make your fingers look great! |
treant's gold ring of tenacity0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +7% nature +7% blight Max.HP +23.00 Poison- +17% Disease- +13% Disarm- +22% Pinning- +26% Knockbk- +33% Rings make your fingers look great! |
Stormfront (30-45 power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Cun 25 [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 65% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+4 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 61.42 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Blazeobsidian the steel greatmaul (29-44 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Disrupt Power 29.0 - 43.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Against +13% Unnatural While equipped: Stats +5 Dex +2 Mag +7 Wil dps ---------- Dmg.mod +15% lightning Res.pen +15% lightning ---------- misc Infravis +1 Massive two-handed mauls. |
Bregigund the Daycast (40-60 power, 2 apr)5.0 T3 greatmaul 2H weapon [Random Unique] Master/Psionic Power 40.0 - 60.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +12 darkness +8 light Against +12% Living On Crit.r2 +4 acid While equipped: dps ---------- Dmg.mod +6% acid Res.pen +7% physical +9% all Acc +26 (+7 eff.) Apr +20 ----- def ----- Resists +6% light Massive two-handed mauls. |
thought-forged dwarven-steel greatmaul of enduring (44-67 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Nature/Psionic Power 44.5 - 66.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +10 mind On Hit: * 21% chance to reduce all saves and defense by 14 While equipped: Stats +15 Wil +5 Cun +10 Con ----- def ----- Max.HP +16.00 Massive two-handed mauls. |
Genocide (42-67 power, 4 apr)3.0 T3 greatsword 2H weapon Reqs Wil 20 [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
manaburning dwarven-steel greatsword of enduring (34-55 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Nature/Disrupt Power 34.5 - 55.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 19 arcane resource burn While equipped: Stats +12 Con +13 Wil ----- def ----- Max.HP +30.00 Massive two-handed swords. |
Surefire4.0 T1 longbow 2H weapon [Unique] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Corpathus (40-56 power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +4.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Airminister the dwarven-steel mace (29-41 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Nature Power 29.0 - 40.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +7 Str +6 Dex +6 Mag +6 Wil +5 Cun +5 Con dps ---------- Res.pen +20% cold Melee Ret 10 lightning ----- def ----- Resists +9% lightning +12% cold +3% darkness Blunt and deadly. |
Crooked Club (25-35 power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+3 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Bloomsoul (8-9 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 16 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Duvuran the vined mindstar (8-9 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +6 Wil +4 Cun +3 Con dps ---------- Mind.crit +2% Crit.mult +12.00% Mind.pwr +4 (+2 eff.) ----- def ----- Resists +6% nature ---------- misc Stam/turn +3.00 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. |
Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 287.73 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Eldoral Last Resort4.0 T3 sling 1H weapon Reqs Dex 26 [Unique] Master Acc+ +0.2% base dam (max 20%) Atk.spd 118% Range +10 While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +15% physical ---------- misc Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Chondur the Splendourorder1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +3% light Res.pen +15% light Melee Ret 4 acid ----- def ----- Spell.save +5 (+1 eff.) ---------- misc Light +1 See.Invis +3 Size +1 A belt that goes around your waist. |
Poroldana the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Mind.pwr +9 (+5 eff.) On Hit (Melee): * 10 arcane resource burn * 10% chance to slow global speed by 39% ----- def ----- Resists +5% arcane +9% light Mind.save +6 (+2 eff.) ---------- misc Hate/m.crit +3.00 A belt that goes around your waist. |
Satyrvein1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- On Hit (Melee): * 10% chance to slow global speed by 39% ----- def ----- Resists +6% lightning +6% temporal +3% light +3% nature ---------- misc Infravis +3 See.Invis +9 A belt that goes around your waist. |
Wretchthorn the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Str +1 Dex +2 Mag +1 Con dps ---------- Res.pen +10% nature ----- def ----- Max.HP +32.00 ---------- misc Light +2 A belt that goes around your waist. |
noble's hardened leather belt of the vagrant1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +3 Wil +3 Cun +2 Con dps ---------- Mind.pwr +3 (+2 eff.) Against +21% Summoned ----- def ----- D.Red.from +20% Summoned Mind.save +8 (+2 eff.) A belt that goes around your waist. |
noble's rough leather belt1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +17% Summoned ----- def ----- D.Red.from +18% Summoned A belt that goes around your waist. |
rough leather belt 'Demonspitter'1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Dex +2 Mag +1 Wil +2 Cun ----- def ----- Resists +6% darkness Max.HP +33.00 A belt that goes around your waist. |
spiritwalker's hardened leather belt of life1.0 T3 belt armor [Ego+] Arcane/Nature While equipped: Stats +5 Mag ----- def ----- HP.reg +1.40 Heal.mod +15% ---------- misc Mana/turn +0.16 Max.mana +41.00 A belt that goes around your waist. |
Aeritha (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- On Hit (Melee): * 20% chance to reduce armor by 19% * 10% chance to slow global speed by 39% * 20 arcane resource burn ----- def ----- Defense +2 (+1 eff.) Resists +3% light +3% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shadeoozer the linen cloak (6 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Melee Ret 2 darkness ----- def ----- Defense +6 (+2 eff.) Resists +3% acid +3% darkness Mind.save +6 (+2 eff.) Silence- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Taintrend (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Dex +1 Cun +2 Con dps ---------- Dmg.mod +12% nature +6% physical ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of mindcraft (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +5% ----- 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. |
linen cloak of the voidstalker (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +11% darkness +12% temporal Def/telep +11 Res/telep +11% Dur/telep +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Branedil (2 def, 2 armour)2.0 T2 cloth armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Mag +7 Wil +3 Con dps ---------- Phys.crit +2.0% Dmg.mod +14% physical ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +14% physical +9% all Phys.save +17 (+5 eff.) Die.at -60.00 life ---------- misc Mana/turn +0.13 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+9 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Ce'Nesena the Oakmire (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Dmg.mod +3% nature +6% darkness Melee Ret 4 nature ----- def ----- Armour +1 Resists +6% nature +6% darkness Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 5 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. |
pair of dwarven-steel boots of phasing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil ----- def ----- Armour +4 Fatigue +3% Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 6.0 - 6.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 28.20 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Nalathavon the Festerwaker (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Dmg.mod +18% nature +6% fire Res.pen +15% nature Acc +8 (+2 eff.) Apr +8 Melee Ret 8 cold ----- def ----- Armour +2 Resists +6% nature Unarmed combat: Power 18.5 - 20.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +8 Crit +3.0% Atk.spd 100% On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+1 eff.) Max.HP +20.00 Unarmed combat: Power 13.0 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 83% Melee+ +10 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
restful dwarven-steel gauntlets of the iron hand (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +3 Str +2 Wil +3 Con ----- def ----- Armour +2 Fatigue +3% HP.reg +2.00 Disarm- +22% ---------- misc Stam/turn +0.60 Max.stam +10.00 Masteries +0.20 Technique/Grappling Unarmed combat: Power 20.5 - 28.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Disarm 3 On Hit: 10% Nightmare 3 Metal gloves protecting the hands up to the middle of the lower arm. |
steady hardened leather gloves of spellstriking (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane/Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +9 (+6 eff.) Melee+ 9 arcane Dmg.mod +6% arcane Acc +7 (+2 eff.) ----- def ----- Armour +2 Resists +5% arcane Phys.save +7 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +26% Unarmed combat: Power 18.5 - 20.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 arcane On Hit: 10% Perfect Control 3 On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 23.01 to 69.04 lightning damage (46.02 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Glorewyn (15 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +2 Wil ----- def ----- Armour +4 Defense +15 (+5 eff.) Fatigue +4% Resists +9% blight +2% physical Mind.save +8 (+2 eff.) HP.reg +2.00 Heal.mod +15% Poison- +20% Teleport- +10% ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Zubusevea (10 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex dps ---------- Phys.crit +4.0% Dmg.mod +15% acid +6% physical Res.pen +10% physical ----- def ----- Armour +4 Defense +10 (+3 eff.) Fatigue +4% ---------- misc Stam/turn +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
augmenting cashmere wizard hat of knowledge (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +7% acid +6% lightning +5% cold +6% arcane +8% fire ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Olyzilatir' (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +4% Phys.pwr +10 (+3 eff.) On Hit (Melee): * 20% chance to slow global speed by 39% ----- def ----- Defense +2 (+1 eff.) Resists +3% blight +2% physical +5% arcane Mind.save +10 (+3 eff.) Die.at -40.00 life A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Toruralar' (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane While equipped: Stats +2 Dex +4 Mag +2 Wil +4 Con dps ---------- Spell.crit +4% Spell.pwr +4 (+4 eff.) Dmg.mod +6% arcane Apr +3 ----- def ----- Defense +2 (+1 eff.) Resists +5% lightning +5% temporal +3% light +5% fire +4% nature +5% acid +5% blight +5% cold +4% darkness Phys.save +3 (+1 eff.) ---------- misc Mana/turn +0.15 Max.mana +40.00 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
dwarven-steel helm of trickery (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Islebeth' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +3 Wil dps ---------- Crit.mult +10.00% Phys.pwr +7 (+2 eff.) Dmg.mod +3% mind ----- def ----- Armour +3 Fatigue +3% Resists +8% lightning +10% temporal +9% blight +7% physical Phys.save +18 (+5 eff.) A cap made of leather. |
Burnnigh (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +9 Wil +7 Cun +2 Con ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +21% fire Crit.chn- 15.00% Mind.save +13 (+4 eff.) A suit of armour made of mail. |
Emegatha (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Str +3 Wil dps ---------- Dmg.mod +3% temporal Melee Ret 4 arcane On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +7% physical +30% darkness +13% blight +6% temporal +9% mind +5% arcane Mind.save +13 (+4 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 13 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Relgalen the Noonspiker (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +7 Dex +4 Cun dps ---------- Res.pen +10% light ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +6% arcane +6% light Spell.save +12 (+4 eff.) ---------- misc Infravis +3 A suit of armour made of mail. |
steel mail armour 'Betoyakira' (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Disrupt While equipped: Stats +5 Dex +2 Mag +2 Con ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +11% nature +11% blight Disarm- +20% A suit of armour made of mail. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 22.76 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
318 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. |
4 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
Glunor (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +4 Str +3 Dex +2 Cun +1 Con dps ---------- Acc +4 (+1 eff.) ---------- misc Mana/s.crit +1.00 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Bregerion the Scorpionquench1.0 T3 lite [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Mind.crit +5% Crit.mult +20.00% Mind.pwr +7 (+4 eff.) Dmg.mod +6% nature On Hit (Melee): * 20% chance to slow global speed by 39% * 20% chance to reduce armor by 19% ----- def ----- Mind.save +16 (+5 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Korudunalin the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +6% physical ----- def ----- Resists +1% physical Phys.save +7 (+2 eff.) Mind.save +3 (+1 eff.) Heal.mod +11% ---------- misc Max.psi +10.00 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 75.18 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature 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. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 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. |
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. |
Quenchnight [power 160] (2/15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +4 Str +3 Dex +3 Wil dps ---------- Dmg.mod +3% cold Res.pen +20% temporal ----- def ----- Resists +15% cold ---------- misc Light +3 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 173 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Adynn the elm wand of conjuration [power 105] (2/15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Phys.pwr +10 (+3 eff.) Apr +1 ----- def ----- Defense +10 (+3 eff.) Resists +9% nature +3% darkness Fire a magical bolt dealing 105 acid damage Puts all charms on 15 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Earthviper the elm wand of lightning storm [power 128] (2/15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +15% nature Melee Ret 10 nature 8 fire Create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (128 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Voratha [power 116] (2/15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +2 Cun +4 Wil dps ---------- Mind.crit +1% ----- def ----- Spell.save +12 (+4 eff.) Mind.save +6 (+2 eff.) ---------- misc Hate/m.crit +1.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Kenny The MurderHobo 10 the Dwarf Wanderer level 9
29th Dearth 122nd year of Ascendancy at 16:32 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Kenny The MurderHobo 10 the Dwarf Wanderer level 23
2nd Gold 123rd year of Ascendancy at 16:03 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Kenny The MurderHobo 10 the Dwarf Wanderer level 10
37th Dearth 122nd year of Ascendancy at 05:01 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Kenny The MurderHobo 10 the Dwarf Wanderer level 20
21st Shortage 122nd year of Ascendancy at 02:14 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Kenny The MurderHobo 10 the Dwarf Wanderer level 22
1st Steel 123rd year of Ascendancy at 06:43 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Kenny The MurderHobo 10 the Dwarf Wanderer level 26
22nd Gold 123rd year of Ascendancy at 04:53 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Kenny The MurderHobo 10 the Dwarf Wanderer level 18
10th Shortage 122nd year of Ascendancy at 09:37 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Kenny The MurderHobo 10 the Dwarf Wanderer level 6
19th Voratun 122nd year of Ascendancy at 06:18 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Kenny The MurderHobo 10 the Dwarf Wanderer level 22
1st Gold 123rd year of Ascendancy at 18:38 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Kenny The MurderHobo 10 the Dwarf Wanderer level 9
36th Dearth 122nd year of Ascendancy at 07:09 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Kenny The MurderHobo 10 the Dwarf Wanderer level 13
12nd Loss 122nd year of Ascendancy at 13:04 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Kenny The MurderHobo 10 the Dwarf Wanderer level 24
4th Gold 123rd year of Ascendancy at 05:26 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Kenny The MurderHobo 10 the Dwarf Wanderer level 18
11st Shortage 122nd year of Ascendancy at 02:53 see stats
Log
Weirdling Beast uses Mind Sear.
Weirdling Beast's mind surges with critical power!
Weirdling Beast hits Kenny The MurderHobo 10 for (96 to ice), 144 mind (144 total damage).
Kenny The MurderHobo 10 is free from the ice.
Talent Rune: Shielding is ready to use.
Acid Splash from Weirdling Beast hits Kenny The MurderHobo 10 for 9 acid damage.
Infusion: Wild is still on cooldown for 7 turns.
Kenny The MurderHobo 10 casts Rune: Shielding.
A shield forms around Kenny The MurderHobo 10.
Kenny The MurderHobo 10 hits Weirdling Beast for (195 absorbed), 0 physical, (9 absorbed), 0 nature, (10 absorbed), 0 darkness, (7 absorbed), 0 temporal, (13 absorbed), 0 fire, (11 absorbed), 0 acid, (5 absorbed), 0 physical (0 total damage).
Melee retaliation hits Shadow for 4 temporal, 9 fire, 2 nature, 9 acid, 1 mind, 5 physical (30 total damage).
Shadow hits Kenny The MurderHobo 10 for (4 absorbed), 0 physical (0 total damage).
Kenny The MurderHobo 10 moves reluctantly!
Acid Splash from Weirdling Beast hits Kenny The MurderHobo 10 for (9 absorbed), 0 acid (0 total damage).
Weirdling Beast is weakened by the darkness!
Kenny The MurderHobo 10 hits Weirdling Beast for (198 absorbed), 0 physical, (9 absorbed), 0 nature, (10 absorbed), 0 darkness, (7 absorbed), 0 temporal, (13 absorbed), 0 fire, (11 absorbed), 0 acid, (5 absorbed), 0 physical (0 total damage).
Shadow misses Kenny The MurderHobo 10.
Weirdling Beast casts Taint: Devourer.
Kenny The MurderHobo 10's skin returns to normal.
The shield around Kenny The MurderHobo 10 crumbles.
Kenny The MurderHobo 10 is free from the acid.
Taint: Devourer hits Weirdling Beast for 90 healing, 90 healing, 90 healing (0 total damage) [269 healing].
Weirdling Beast casts Soul Rot.
Weirdling Beast's spell attains critical power!
Shadow resists the disease!
Overkill hits Shadow for 7 blight damage.
Weirdling Beast's Soul Rot hits Kenny The MurderHobo 10 for 262 blight damage.
Kenny The MurderHobo 10 the level 27 dwarf wanderer was fouled to death by Weirdling Beast and slowly consumed on level 1 of Yiilkgur, the Sher'Tul Fortress.
















































































































































