












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 | Cornac |
| Class | Wanderer |
| Level / Exp | 29 / 7% |
| Size | big |
| Lifes / Deaths | Killed by Beludathra the sandworm destroyer at level 20 on the 28th Dusk 122nd year of Ascendancy at 00:20 / 2Killed by Gloruwe the mean looking elven guard at level 29 on the 27th Haze 122nd year of Ascendancy at 06:45 |
Primary Stats
| Strength | 144 (base 60) |
| Dexterity | 46 (base 12) |
| Constitution | 74 (base 45) |
| Magic | 12 (base 12) |
| Willpower | 41 (base 20) |
| Cunning | 45 (base 12) |
Resources
| Mana | 303/423 |
| Equilibrium | 20 |
| Vim | 212/212 |
| Life | -327/856 |
| Stamina | 242/272 |
| Healing Factor | 1.5451680505321 |
| Regeneration | 8.1121322652936 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 171 |
| Accuracy | 65 |
| Crit Chance | 34% |
| APR | 28 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Light | +10% |
| Nature | +6% |
| Cold | +15% |
| Arcane | +13% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +15% |
| Nature | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 52.063402816797 (92.11456541679%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 65 |
| Spell Save | 36 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 30%( 70%) |
| Blight | + 37%( 70%) |
| Arcane | + 31%( 70%) |
| Cold | + 56%( 70%) |
| All | + 21%( 70%) |
| Darkness | + 58%( 70%) |
| Light | + 49%( 70%) |
| Mind | + 33%( 70%) |
| Nature | + 45%( 70%) |
Defense: Immunities
| Teleport Resistance | 10% |
| Disarm Resistance | 23% |
| Silence Resistance | 20% |
| Confusion Resistance | 24% |
| Stun Resistance | 0% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 199 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 200 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 131 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower 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 484 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 605% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Darkness | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Corruption / Shadowflame | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.20 |
| 5/5 |
| 3/5 |
| 5/5 |
| 3/5 |
Generic Talents
| Technique / Unarmed training | 1.20 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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 |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | 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 improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 2. | 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. | 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 needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed green worm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed chunk of ghoul flesh. * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of squid ink. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | 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.(97 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | dwarven-steel helm 'Thunderbraze' (6 def, 10 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +15% lightning ----- def ----- Armour +10 Defense +6 (+2 eff.) Fatigue +4% Resists +9% mind +4% all Phys.save +14 (+4 eff.) Spell.save +6 (+3 eff.) Disease- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Hettublek (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +2 Str +3 Dex +2 Cun dps ---------- Dmg.mod +3% acid Acc +5 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +14 (+4 eff.) Mind.save +6 (+3 eff.) HP.reg +2.00 Blind- +20% Disarm- +23% Teleport- +10% ---------- misc Stam/turn +0.90 Max.stam +10.00 Cooldown Double Strike -1 Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +8 Apr +9 Crit +13.0% Atk.spd 100% On Hit: 10% Perfect Control 3 On Hit: 10% Nightmare 3 On Hit: 10% Set Up 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Curevault the yew totem of healing [power 284] (15 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% nature Res.pen +5% nature ----- def ----- Spell.save +9 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Heal yourself and all friendly characters within 10 spaces for 284 Puts all charms on 15 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | sneakthief's copper ring of clarity0.1 T1 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Mind.save +6 (+3 eff.) Confus- +24% Rings make your fingers look great! |
| On fingers | gold ring 'Voidwrest'0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +9 (+4 eff.) Dmg.mod +13% arcane +9% mind Acc +9 (+3 eff.) Apr +10 On Hit (Melee): * 10% chance to reduce damage dealt by 20% ----- def ----- Defense +11 (+4 eff.) Resists +6% darkness +13% arcane +6% mind 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! |
| Around neck | Bregukhad the stralite amulet0.1 T4 amulet jewelry [Random Unique] Master While equipped: Stats +6 Str +15 Dex +5 Wil +10 Cun +7 Con dps ---------- Crit.mult +16.00% Mov.spd +10% Acc +5 (+2 eff.) Apr +14 ----- def ----- Fatigue -6% HP.reg +3.00 ---------- misc Stam/turn +1.20 Infravis +2 See.Invis +3 Amulets make your neck look great! |
| In main hand | Eilinowe (26-36 power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Arcane/Nature/Psionic Power 26.0 - 36.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +11 nature +7 mind On Hit: * 21% chance to reduce all saves and defense by 24 * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +3 Cun +3 Wil dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) Acc +5 (+2 eff.) ---------- misc Stam/turn +2.00 Blunt and deadly. |
| Around waist | Xamith1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Dex +3 Cun +6 Lck ----- def ----- Resists +3% acid Stealth +6 Die.at -80.00 life Heal.mod +5% Silence- +20% ---------- misc T.Disarm +5 Infravis +3 A belt that goes around your waist. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 26-37 power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 26.5 - 37.1 Physical Uses 150% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | cashmere cloak 'Prismschism' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Dex +2 Con ----- def ----- Defense +2 (+1 eff.) Resists +6% light Phys.save +15 (+4 eff.) Spell.save +6 (+3 eff.) Die.at -80.00 life Pinning- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.70 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant stralite mail armour of the deep (4 def, 11 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +3 Wil ----- def ----- Armour +11 Defense +4 (+1 eff.) Fatigue +12% Resists +21% blight +5% cold +21% darkness +9% acid ---------- misc Light +1 Breathe water A suit of armour made of mail. |
Inventory
movement infusion of the titan (speed 673%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 673% 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 |
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. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+4 eff.) Spell.save +15 (+6 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Growfury the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% nature +12% arcane ----- def ----- Fatigue -4% Resists +5% arcane +12% temporal HP.reg +1.00 Blind- +13% Pinning- +26% Knockbk- +26% ---------- misc Infravis +3 Sight +2 See.Invis +6 Amulets make your neck look great! |
Nightwild the copper amulet0.1 T1 amulet jewelry [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +9% darkness Res.pen +10% blight +10% light Melee Ret 4 darkness ----- def ----- Resists +3% light Mind.save +6 (+3 eff.) Confus- +10% Amulets make your neck look great! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (112). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
clarifying copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% mind Confus- +21% Amulets make your neck look great! |
cleansing copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Con ----- def ----- Resists +11% nature +11% blight Poison- +25% Disease- +20% Amulets make your neck look great! |
cleansing copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Con ----- def ----- Resists +10% nature +10% blight Poison- +21% Disease- +21% Amulets make your neck look great! |
gold amulet 'Stokewrest'0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Cun +4 Con dps ---------- Dmg.mod +12% mind ----- def ----- Resists +3% fire Phys.save +23 (+6 eff.) Spell.save +11 (+5 eff.) Mind.save +32 (+14 eff.) Max.HP +41.00 HP.reg +4.00 Amulets make your neck look great! |
grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +21% Amulets make your neck look great! |
insulating steel amulet of magic (+3)0.1 T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +13% fire +12% cold Amulets make your neck look great! |
insulating steel amulet of mastery (0.12 Technique / Shield defense)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% fire +11% cold ---------- misc Masteries +0.12 Technique/Shield defense Amulets make your neck look great! |
restful copper amulet of manastreaming0.1 T1 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +2 ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Mana/turn +0.10 Max.mana +24.00 Amulets make your neck look great! |
restful steel amulet of dexterity (+4)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +4 Dex ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
restful steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
serendipitous steel amulet0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +5 Lck dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Unseen.red 10% Amulets make your neck look great! |
steel amulet 'Aridhemina'0.1 T2 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: Stats +3 Wil dps ---------- Crit.mult +12.00% Acc +5 (+2 eff.) Apr +11 ----- def ----- Resists +14% blight +6% temporal +24% nature Poison- +20% Disease- +23% Amulets make your neck look great! |
steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
steel amulet of manastreaming0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.16 Max.mana +26.00 Amulets make your neck look great! |
steel amulet of the eclipse0.1 T2 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 7 light 5 darkness Dmg.mod +6% light +7% darkness On Melee Ret: * 6% chance to reduce damage dealt by 20% * 7% chance to blind Amulets make your neck look great! |
vitalizing copper amulet of the eclipse0.1 T1 amulet jewelry [Ego++] Arcane/Nature While equipped: Stats +3 Con dps ---------- Melee+ 5 light 6 darkness Dmg.mod +6% light +6% darkness On Melee Ret: * 6% chance to reduce damage dealt by 20% * 6% chance to blind ----- def ----- Phys.save +7 (+2 eff.) Max.HP +34.00 HP.reg +2.00 Amulets make your neck look great! |
warrior's steel amulet of dexterity (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
warrior's steel amulet of magic (+2)0.1 T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
Boltsage the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% acid +3% fire Res.pen +5% lightning +5% acid ----- def ----- Resists +6% lightning +3% acid Max.HP +21.00 Disarm- +24% Pinning- +21% Knockbk- +21% Rings make your fingers look great! |
Chargefury0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +3% acid Melee Ret 2 lightning ----- def ----- Fatigue -5% Phys.save +12 (+3 eff.) ---------- misc Max.enc +21 Max.stam +20.00 Rings make your fingers look great! |
Sunpunish the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Res.pen +15% light Melee Ret 4 arcane ----- def ----- Resists +6% lightning +5% arcane +15% light Mind.save +6 (+3 eff.) Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 15.44 cold and 13.42 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Rings make your fingers look great! |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +6 (+3 eff.) Rings make your fingers look great! |
gold ring0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
gold ring 'Silerekira'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.pwr +10 (+4 eff.) ----- def ----- Defense +15 (+5 eff.) Phys.save +13 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +7 (+4 eff.) Teleport- +20% ---------- misc Max.psi +20.00 Rings make your fingers look great! |
marksman's steel ring of fire (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% fire Acc +4 (+1 eff.) ----- def ----- Resists +22% fire Rings make your fingers look great! |
mule's gold ring0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +28 Rings make your fingers look great! |
mule's gold ring of misery0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 9 physical Ranged+ 5 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 24 On Hit (Ranged): * 12% chance to reduce all saves and defense by 24 ----- def ----- Fatigue -6% ---------- misc Max.enc +23 Hate/m.crit +3.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
savage's gold ring of luminosity0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +1 Mag +1 Con dps ---------- Melee+ 13 light Ranged+ 15 light Dmg.mod +10% light ----- def ----- Spell.save +10 (+4 eff.) ---------- misc Max.stam +15.00 Rings make your fingers look great! |
sneakthief's copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Dmg.mod +10% acid Acc +6 (+2 eff.) ----- def ----- Resists +20% acid Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring 'Sunbrand'0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +17% light +6% arcane Phasing +10% ----- def ----- Fatigue -6% Resists +22% light Max.HP +22.00 Disarm- +25% Pinning- +22% Knockbk- +23% ---------- misc Max.enc +21 Rings make your fingers look great! |
steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +8 ----- def ----- Defense +9 (+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! |
steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+3 eff.) Apr +10 ----- 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! |
steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +23% Pinning- +24% Knockbk- +26% Rings make your fingers look great! |
titan's steel ring of perseverance0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) HP.reg +3.00 Stun/Frz- +20% Rings make your fingers look great! |
warrior's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Blind- +23% ---------- misc Infravis +4 See.Stealth +6 See.Invis +7 Rings make your fingers look great! |
warrior's gold ring of luminosity0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Str +3 Mag dps ---------- Melee+ 15 light Ranged+ 10 light Dmg.mod +14% light ----- def ----- Armour +8 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 [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 [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. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Spelldrinker (27-35 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+5 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
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 [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 49.40 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. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
enhanced steel greatsword of massacre (32-50 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Nature/Master Power 31.5 - 50.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +7 Str +5 Dex +7 Mag +7 Wil +6 Cun +7 Con Massive two-handed swords. |
Corpsebow4.0 T2 longbow 2H weapon [Unique] Arcane/Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: dps ---------- Spell.pwr +10 (+9 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 7 ----- def ----- Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Eye of Winter (8-9 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
Flashwing the vined mindstar (4-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Disrupt Power 4.5 - 5.0 Mind 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% Melee+ +4 fire On Hit.r1 +20 fire On Crit: * Deals 64 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +3 Str +4 Dex +2 Mag +5 Wil +2 Cun +3 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 7 lightning Dmg.mod +7% lightning Res.pen +7% lightning ----- def ----- Resists +8% lightning Crit.chn- 10.00% Max.HP +14.00 HP.reg +1.00 ---------- misc 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. |
Kinetic Focus (6-7 power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+2 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
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 323.58 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Crystal Shard (16-19 power, 4 apr, physical element)5.0 T2 staff 2H weapon Reqs Mag 20 [Unique] Arcane Power 16.0 - 19.2 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+11 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+7 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 62.31 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (125). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Beresus1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Cun +1 Wil dps ---------- Mind.pwr +7 (+3 eff.) ----- def ----- Resists +3% darkness Phys.save +6 (+2 eff.) ---------- misc Equi/ret +0.12 Hate/m.crit +2.00 A belt that goes around your waist. |
Bregudodig the Unlightswift1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +6% mind Res.pen +10% darkness +10% mind Melee Ret 10 mind On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +7 Defense +9 (+3 eff.) Phys.save +18 (+5 eff.) Mind.save +15 (+8 eff.) A belt that goes around your waist. |
Ce'Nibrekira1.0 T3 belt armor [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Dmg.mod +6% arcane +9% temporal Res.pen +10% acid ----- def ----- Resists +15% acid +9% temporal ---------- misc Mana/turn +0.35 Max.mana +31.00 A belt that goes around your waist. |
Frigidrazor1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +12% cold ----- def ----- Resists +9% light +5% arcane Phys.save +8 (+2 eff.) ---------- misc Light +3 A belt that goes around your waist. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+6 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Shadehash the hardened leather belt1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Wil +5 Cun +3 Con dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +3% darkness Against +24% Summoned ----- def ----- Resists +7% lightning +14% temporal +9% light D.Red.from +18% Summoned Mind.save +10 (+5 eff.) A belt that goes around your waist. |
spiritwalker's rough leather belt of the mystic1.0 T1 belt armor [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +2 (+2 eff.) ----- def ----- Mind.save +7 (+4 eff.) ---------- misc Mana/turn +0.13 Max.mana +20.00 A belt that goes around your waist. |
Blindquake the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Res.pen +10% darkness Apr +2 Melee Ret 4 lightning On Hit (Melee): * 10% chance to reduce damage dealt by 20% ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dairamnir the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% blight +3% mind Res.pen +5% mind On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 7 ----- def ----- Defense +1 (+0 eff.) Resists +12% darkness +10% temporal Confus- +10% Teleport- +20% Def/telep +11 Res/telep +11% Dur/telep +14% 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. |
Eilinyleta the Pyrefiend (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +8 Wil +2 Cun dps ---------- Crit.mult +10.00% Mind.pwr +20 (+8 eff.) Dmg.mod +12% acid On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Defense +1 (+0 eff.) Resists +6% fire Spell.save +6 (+3 eff.) ---------- misc Max.mana +46.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emoma (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Apr +1 ----- def ----- Defense +1 (+0 eff.) Resists +2% physical Die.at -60.00 life Max.HP +31.00 ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentine Cloak (20 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+7 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
Yvutta the Floebearer (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag dps ---------- S.pwr/crit +4 Dmg.mod +3% cold ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Singequick' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +18% fire ----- def ----- Defense +2 (+1 eff.) Resists +3% cold +30% fire Phys.save +8 (+2 eff.) Max.HP +62.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow cashmere cloak of fog (8 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Dmg.mod +8% darkness Res.pen +6% darkness ----- def ----- Defense +8 (+3 eff.) Resists +12% fire +14% light +16% darkness Stealth +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frigidbrand the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +12% physical +13% cold Res.pen +20% cold On Hit (Melee): * 10% chance to slow global speed by 51% ----- def ----- Resists +12% physical +3% light +9% blight +19% cold +11% all ---------- misc Mana/turn +0.18 Psi/turn +0.19 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mankini (0 def, 0 armour)2.0 T1 cloth armor [Unique] While equipped: ----- def ----- Resists +7% all Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 34.93 to 43.67 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+5 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Chyntir the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Wil +2 Cun +10 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +15 (+4 eff.) Mind.save +30 (+13 eff.) ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Freezespiker the pair of dwarven-steel boots (7 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +9% cold ----- def ----- Armour +4 Defense +7 (+2 eff.) Fatigue +3% Resists +16% lightning +15% temporal Crit.chn- 10.00% ---------- misc Infravis +3 Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 26 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lisubeth the Barktrencher (10 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: dps ---------- Melee Ret 2 nature ----- def ----- Armour +4 Defense +10 (+3 eff.) Fatigue -3% Resists +6% darkness +15% acid Phys.save +5 (+2 eff.) Spell.save +3 (+1 eff.) ---------- misc Max.enc +26 Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 15 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Urthuhor (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +6 Mag +1 Wil ----- def ----- Armour +1 Resists +5% fire +5% cold ---------- misc Infravis +3 A pair of boots made of leather. |
Haneyaran (10 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +2% Spell.pwr +10 (+9 eff.) Melee+ 8 arcane 5 lightning Dmg.mod +4% arcane +5% lightning Acc +6 (+2 eff.) ----- def ----- Armour +2 Defense +10 (+3 eff.) Resists +4% arcane +5% lightning Phys.save +6 (+2 eff.) Mind.save +5 (+3 eff.) Disarm- +24% ---------- misc Mana/turn +0.04 Max.stam +20.00 Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +3.0% Atk.spd 125% Melee+ +6 arcane On Crit.r2 +8 lightning On Hit: 10% Perfect Control 3 On Hit: 10% Lightning Breath 3 On Hit: 10% Manathrust 3 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 (+2 eff.) Max.HP +20.00 Unarmed combat: Power 13.0 - 18.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% 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. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+10 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 100% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Chartrail (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +4 Wil +4 Cun +4 Con dps ---------- Phys.pwr +4 (+1 eff.) Mind.pwr +10 (+4 eff.) Dmg.mod +9% mind ----- def ----- Armour +4 Fatigue +4% Resists +12% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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 33.26 to 99.78 lightning damage (66.52 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Cuthalasus (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Dex +6 Mag dps ---------- Dmg.mod +11% nature ----- def ----- Defense +1 (+0 eff.) Resists +16% nature Mind.save +3 (+2 eff.) ---------- misc Light +1 A pointy cloth hat, very wizardly... |
Demonoracle the dwarven-steel helm (0 def, 8 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Cun dps ---------- Dmg.mod +12% mind Res.pen +15% darkness +10% mind ----- def ----- Armour +8 Fatigue +4% ---------- misc Hate/m.crit +2.00 Max.hate +2.00 Max.psi +20.00 Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Vorasethra the cashmere wizard hat (7 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Mag +5 Cun +3 Con dps ---------- Dmg.mod +10% nature +8% arcane ----- def ----- Defense +7 (+2 eff.) Resists +15% nature Blind- +20% Cut- +10% ---------- misc Equi/ret +0.70 Psi/ret +1.80 Hate/ret +2.10 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 'Elenelaruizor' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +8 Wil dps ---------- Spell.crit +3% S.pwr/crit +4 Res.pen +20% arcane Melee Ret 4 temporal ----- def ----- Armour +4 Fatigue +4% Resists +8% lightning +8% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
dwarven-steel plate armour of Eyal (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +11 Fatigue +22% Max.HP +41.00 HP.reg +7.00 Heal.mod +13% A suit of armour made of metal plates. |
iron plate armour 'Eremimasta' (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +5 Mag +7 Wil +1 Cun +1 Con ----- def ----- Armour +7 Fatigue +22% Resists +15% fire A suit of armour made of metal plates. |
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. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
311 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 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. |
6 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Emeloma (dig speed 31 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex +5 Cun dps ---------- Phys.pwr +4 (+1 eff.) Mov.spd +10% ----- def ----- Crit.chn- 5.00% ---------- misc Light +3 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Hathogohad the iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +2 Mag +3 Cun dps ---------- Dmg.mod +6% nature On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +11% nature +3% temporal ---------- misc See.Invis +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. |
crystalomancer's dwarven-steel pickaxe (dig speed 28 turns)3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str +2 Mag dps ---------- Spell.crit +5% ---------- misc Max.mana +29.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
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. |
11 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Beugachak0.0 T3 lite [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag dps ---------- Mind.crit +7% Spell.pwr +8 (+8 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +5% light Apr +5 ----- def ----- Resists +8% darkness Affinity +5% light Phys.save +6 (+2 eff.) Mind.save +7 (+4 eff.) ---------- misc Stam/turn +2.00 Max.stam +30.00 Light +7 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 50.81 light damage. At talent level 3 you gain 10% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Shimmernigh'1.0 T3 lite [Rare] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +6 (+1 eff.) Dmg.mod +30% lightning Res.pen +10% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Resists +9% cold ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Adydheth'2.0 T1 lite [Rare] Nature While equipped: Stats +2 Mag +3 Wil +3 Cun ----- def ----- Max.HP +45.00 ---------- misc 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. |
watchleader's brass lantern2.0 T1 lite [Ego+] Master While equipped: ----- def ----- Blind- +20% Confus- +12% ---------- misc Light +7 See.Stealth +6 See.Invis +6 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 6 turns. The radius will increase with your Cunning. 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
6 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. |
Delikalthozor the Blindradiance (17/17, 28-34 power, 2 apr)3.0 T2 shot ammo [Random Unique] Nature/Master/Psionic Power 28.0 - 33.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 17 Ranged+ +8 darkness On Hit.r1 +4 darkness On Hit: * 20% chance to reduce damage dealt by 20% * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * 20% chance to create vines that bind the target to the ground dealing 150 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
Skull of the Rat Lich1.0 T3 skull tool [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+9 eff.) Melee Ret 12 darkness Raise one or two undead rats to fight beside you. Uses 70 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Arthintir the Frozenrune [power 180] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Mind.crit +4% Dmg.mod +15% cold Res.pen +10% mind +10% cold ----- def ----- Resists +12% cold ---------- misc Max.hate +10.00 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 180 physical damage Puts all charms on 15 cooldown 100% to gain a 21% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of gale force [power 205] (15 cooldown)2.0 T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 205 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
evasive steel torque of mindblast [power 170] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 185 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered iron torque of mindblast [power 160] (22 cooldown)2.0 T1 torque charm [Ego+] Psionic Blast the opponent's mind dealing 174 mind damage and silencing them for 4 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield 'Porydhetta' [power 45] (25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: ----- def ----- Resists +6% mind +5% arcane ---------- misc Mana/turn +0.12 Setup a psionic shield, reducing all damage taken by 45 for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Nerusetha the Fogstalker [power 362] (15 cooldown)2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +24% mind Res.pen +5% mind On Hit (Melee): * 20% chance to reduce damage dealt by 20% * 10% chance to reduce all saves and defense by 24 Sting an enemy dealing 384 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to gain a 15% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
evasive yew totem of stinging [power 248] (15 cooldown)2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 263 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
9 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. |
ash wand of conjuration 'Infernoburst' [power 150] (15 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +6% fire Res.pen +15% cold Melee Ret 2 fire Fire a magical bolt dealing 172 cold damage Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. 100% to increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive elm wand of conjuration [power 105] (15 cooldown)2.0 T1 wand charm [Ego+] Arcane Fire a magical bolt dealing 105 fire damage Puts all charms on 15 cooldown 100% to gain a 11% 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. |
powerful elm wand of shielding [power 110] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage 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. |
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. |
9 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. |
7 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. |
8 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
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Zam The Abuser the Cornac Wanderer level 29
20th Haze 122nd year of Ascendancy at 12:21 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Zam The Abuser the Cornac Wanderer level 22
40th Dusk 122nd year of Ascendancy at 09:26 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Zam The Abuser the Cornac Wanderer level 29
20th Haze 122nd year of Ascendancy at 10:30 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Zam The Abuser the Cornac Wanderer level 10
5th Mirth 122nd year of Ascendancy at 12:49 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Zam The Abuser the Cornac Wanderer level 20
27th Dusk 122nd year of Ascendancy at 10:53 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Zam The Abuser the Cornac Wanderer level 22
34th Dusk 122nd year of Ascendancy at 21:10 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Zam The Abuser the Cornac Wanderer level 28
19th Haze 122nd year of Ascendancy at 23:04 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Zam The Abuser the Cornac Wanderer level 29
20th Haze 122nd year of Ascendancy at 12:21 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Zam The Abuser the Cornac Wanderer level 20
28th Dusk 122nd year of Ascendancy at 00:16 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Zam The Abuser the Cornac Wanderer level 7
79th Pyre 122nd year of Ascendancy at 16:22 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Zam The Abuser the Cornac Wanderer level 29
20th Haze 122nd year of Ascendancy at 12:21 see stats
The Rat Lich (Insane (Roguelike) difficulty)
Killed the terrible Rat Lich.By Zam The Abuser the Cornac Wanderer level 25
13rd Haze 122nd year of Ascendancy at 12:11 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Zam The Abuser the Cornac Wanderer level 10
9th Mirth 122nd year of Ascendancy at 14:14 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Zam The Abuser the Cornac Wanderer level 23
42nd Dusk 122nd year of Ascendancy at 15:37 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Zam The Abuser the Cornac Wanderer level 17
12nd Dusk 122nd year of Ascendancy at 19:05 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Zam The Abuser the Cornac Wanderer level 20
28th Dusk 122nd year of Ascendancy at 00:20 see stats
Log
Grappled from Gloruwe the mean looking elven guard hits Zam The Abuser for 73 physical damage.
Zam The Abuser performs a melee critical strike against Gloruwe the mean looking elven guard!
Gloruwe the mean looking elven guard is weakened by the darkness!
Zam The Abuser revels in the spilt blood and grows stronger!
Zam The Abuser hits Gloruwe the mean looking elven guard for (25 flat reduction), 235 physical, (12 flat reduction), 0 nature, (8 flat reduction), 0 mind, (16 flat reduction), 0 light (235 total damage).
Grappling hits Zam The Abuser for 35 physical damage.
Gloruwe the mean looking elven guard uses Bleeding Edge.
Zam The Abuser casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Gloruwe the mean looking elven guard uses Reproach.
Gloruwe the mean looking elven guard's mind surges with critical power!
Zam The Abuser is cut deeply.
Gloruwe the mean looking elven guard hits Zam The Abuser for 31 physical, 6 mind, 5 darkness, 27 mind (70 total damage).
Gloruwe the mean looking elven guard's is no longer weakened.
Deep Wound from Gloruwe the mean looking elven guard hits Zam The Abuser for 39 physical damage.
Grappled from Gloruwe the mean looking elven guard hits Zam The Abuser for 94 physical damage.
Gloruwe the mean looking elven guard throws two quick punches.
Gloruwe the mean looking elven guard hits Zam The Abuser for 39 physical, 5 mind, 8 darkness, 32 physical, 5 mind, 8 darkness (98 total damage).
Zam The Abuser hits Gloruwe the mean looking elven guard for (25 flat reduction), 132 physical, (12 flat reduction), 0 nature, (4 flat reduction), 0 mind, (16 flat reduction), 0 light (132 total damage).
Grappling hits Zam The Abuser for 25 physical damage.
Talent Infusion: Healing is ready to use.
Deep Wound from Gloruwe the mean looking elven guard hits Zam The Abuser for 39 physical damage.
Grappled from Gloruwe the mean looking elven guard hits Zam The Abuser for 94 physical damage.
Gloruwe the mean looking elven guard throws a concussive punch.
Gloruwe the mean looking elven guard uses Reproach.
Gloruwe the mean looking elven guard hits Zam The Abuser for 65 physical, 10 mind, 8 darkness, 52 mind, 346 physical (481 total damage).
Zam The Abuser the level 29 cornac wanderer was crushed to death by Gloruwe the mean looking elven guard on level 1 of Dark crypt.
Zam The Abuser no longer revels in blood quite so much.






















































































































































