










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Unlock Tinker Escorts 1.5.9Unlocks Tinkers Escorts in the main campaign by "removing" a single line. 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 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:
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 Adventure |
| Sex | Female |
| Race | Higher |
| Class | Necromancer |
| Level / Exp | 33 / 85% |
| Size | big |
| Lifes / Deaths | Killed by Celia at level 27 on the 6th Haze 122nd year of Ascendancy at 20:38 5 / 1 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 30 (base 10) |
| Constitution | 39 (base 18) |
| Magic | 89 (base 60) |
| Willpower | 24 (base 14) |
| Cunning | 84 (base 60) |
Resources
| Life | 734/734 |
| Mana | 294/294 |
| Soul | 8/9 |
| Healing Factor | 1.2162543368031 |
| Regeneration | 3.9528265946101 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 11 |
| Infravision | 6 |
| See Stealth | 41.852263939808 |
| See Invisible | 47.852263939808 |
| ESP Range | 10 |
| ESP Kinds | undead, animal/canine |
Offense: Mainhand
| Damage | 57 |
| Accuracy | 37 |
| Crit Chance | 45% |
| APR | 32 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 64 |
| Crit Chance | 65% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +13% |
| Light | +31% |
| Darkness | +55% |
| Blight | +24% |
| Physical | +18% |
| Cold | +24% |
| All | 0% |
Offense: Damage Penetration
| Physical | +35% |
| Darkness | +75% |
| Light | +40% |
| Temporal | +30% |
| Mind | +35% |
| Arcane | +30% |
| Cold | +90% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 28.883351616426 (35.65183292883%) |
| Defense | 68 |
| Ranged Defense | 68 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 41 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 63%( 70%) |
| Blight | + 56%( 70%) |
| Arcane | + 36%( 70%) |
| Cold | + 43%( 70%) |
| All | + 31%( 70%) |
| Darkness | + 41%( 70%) |
| Light | + 37%( 70%) |
| Physical | + 33%( 70%) |
| Fire | + 41%( 70%) |
| Lightning | + 36%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Teleport Resistance | 10% |
| Pinning Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 35% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 34% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 472% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| 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 136 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 540 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Generic Talents
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Necrosis | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Defensive Posture |
| talent | Reaping |
| talent | Eternal Night |
| talent | Hiemal Shield |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | 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 Magic by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 248. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed ice ant stinger. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. 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 xorn fragment. * You've found the needed black mamba head. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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 | Emelotha (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +1 Dex +2 Wil +3 Con dps ---------- Phys.crit +3.0% Phys.pwr +5 (+2 eff.) ----- def ----- Armour +1 Die.at -60.00 life ---------- misc Stam/turn +1.00 Rush: Puts all charms on 22 cooldown Level 2.0 Pwr.cost 22 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | brass lantern 'Cuthogas'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +5 (+2 eff.) Apr +4 ----- def ----- Resists +9% blight +6% darkness Max.HP +41.00 ---------- 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. |
| On head | dwarven-steel helm 'Poliwe' (10 def, 8 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +8 Defense +10 (+2 eff.) Fatigue +4% Resists +20% acid +2% physical +8% cold +11% fire +7% lightning Max.HP +100.00 Blind- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | dwarven-steel torque of psionic shield 'Sleetbright' [power 73] (22 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +18% physical Res.pen +15% light +10% cold Acc +15 (+5 eff.) Apr +4 ----- def ----- Die.at -40.00 life Setup a psionic shield, reducing all damage taken by 73 for 5 turns Puts all charms on 22 cooldown 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold quartz ring0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Dex +10 Mag +7 Wil +13 Cun +2 Con dps ---------- Spell.pwr +10 (+3 eff.) Acc +9 (+3 eff.) ----- def ----- Defense +12 (+3 eff.) Stun/Frz- +30% ---------- misc Light +3 Infravis +3 See.Invis +3 Rings make your fingers look great! |
| On fingers | steel ring 'Islymima'0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Phys.crit +8.0% Crit.mult +15.00% Dmg.mod +13% acid ----- def ----- Resists +26% acid Crit.chn- 15.00% Rings make your fingers look great! |
| Around waist | hardened leather belt 'Shadowrend'1.0 T3 belt armor [Rare] Master While equipped: Stats +1 Cun +2 Con dps ---------- Phys.pwr +4 (+2 eff.) Dmg.mod +9% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Resists +3% fire Spell.save +8 (+3 eff.) ---------- misc Light +3 See.Invis +3 Size +1 A belt that goes around your waist. |
| In main hand | Armarand the yew vilestaff (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Random Unique] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Spell.crit +29% Crit.mult +37.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness ----- def ----- Resists +9% blight Phys.save +3 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Emelitira the dwarven-steel gauntlets (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Spell.crit +4% S.pwr/crit +4 Dmg.mod +6% blight Res.pen +10% mind ----- def ----- Armour +6 Fatigue +3% Mind.save +9 (+4 eff.) Max.HP +60.00 ---------- misc Mana/s.crit +2.00 Max.vim +50.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Chillknight (5 def, 6 armour)2.0 T4 cloth armor [Random Unique] Arcane While equipped: Stats +4 Cun +7 Mag dps ---------- Spell.crit +7% Spell.pwr +7 (+2 eff.) Dmg.mod +18% blight +12% cold +31% light +14% darkness Res.pen +5% cold +5% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Defense +5 (+1 eff.) Resists +8% darkness +18% blight +9% cold +9% light +13% all Max.HP +50.00 ---------- misc Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Gloreriwen the cashmere cloak (22 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Crit.mult +10.00% Res.pen +10% physical Melee Ret 8 blight ----- def ----- Defense +22 (+5 eff.) Phys.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Die.at -50.00 life ---------- misc Stam/turn +2.00 Max.vim +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | gold amulet 'Tarruroddantir'0.1 T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Dex +6 Mag +6 Cun +5 Con dps ---------- Spell.crit +2% Crit.mult +12.00% Mov.spd +10% Res.pen +5% arcane Acc +7 (+3 eff.) Apr +13 ----- def ----- Fatigue -6% Spell.save +12 (+4 eff.) HP.reg +3.00 Teleport- +10% ---------- misc Stam/turn +0.60 Mana/s.crit +1.00 Vim/s.crit +1.00 Amulets make your neck look great! |
Inventory
healing infusion (heal 83; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 83 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 226; 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 instantly heal yourself for 226 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 133; dur 4; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 133.34 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Ce'Nobreth0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind ----- def ----- Resists +18% blight +17% temporal +15% light Phys.save +9 (+5 eff.) Spell.save +3 (+1 eff.) Mind.save +12 (+5 eff.) Die.at -80.00 life Pinning- +29% Knockbk- +30% Amulets make your neck look great! |
Veluvea0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Mag +2 Wil +3 Cun +8 Con Amulets make your neck look great! |
Yvissra the steel amulet0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +5 Str +2 Mag +1 Wil dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +5% darkness +5% temporal +4% light +4% physical ----- def ----- Resists +6% cold Pinning- +20% Amulets make your neck look great! |
Amerand the stralite ring0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Dex +1 Wil +5 Cun +6 Con dps ---------- Mov.spd +19% Acc +20 (+7 eff.) ----- def ----- Defense +11 (+3 eff.) Resists +6% light +9% blight Phys.save +12 (+6 eff.) Blinding Speed: Puts all charms on 34 cooldown Level 4.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
Eilinerithra the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Str dps ---------- Phys.crit +3.0% Dmg.mod +15% arcane +18% physical Res.pen +15% blight ----- def ----- Max.HP +31.00 Disarm- +26% Pinning- +37% Knockbk- +38% ---------- misc Mana/turn +0.08 Rings make your fingers look great! |
Healweeper0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +13% acid +3% fire +9% nature +18% lightning Res.pen +20% fire On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Resists +26% acid +6% nature +3% lightning Rings make your fingers look great! |
psionicist's steel ring of lightning (+20%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Mind.save +4 (+2 eff.) Rings make your fingers look great! |
Brightviper the dwarven-steel battleaxe (35-52 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Rare] Psionic Power 35.0 - 52.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +24 mind On Hit: * 20% chance to slow global speed by 50% * 33% chance to reduce all saves and defense by 23 While equipped: Stats +7 Cun +6 Wil dps ---------- Res.pen +15% light ----- def ----- Resists +15% darkness Mind.save +6 (+3 eff.) Disarm- +10% Pinning- +20% ---------- misc Light +3 Massive two-handed battleaxes. |
Eclipsegore the steel battleaxe (21-32 power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Rare] Arcane Power 21.0 - 31.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +16 mind +16 fire While equipped: Stats +4 Wil dps ---------- Mind.pwr +20 (+8 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 19% ---------- misc Equi/ret +0.08 Psi/ret +0.16 Hate/m.crit +2.00 Massive two-handed battleaxes. |
stormbringer's dwarven-steel battleaxe of erosion (29-44 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Nature Power 29.0 - 43.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +13 nature On Crit.r2 +14 lightning +27 cold While equipped: dps ---------- Mov.spd +31% Res.pen +16% lightning +12% cold Massive two-handed battleaxes. |
stormbringer's stralite battleaxe of crippling (47-70 power, 3 apr)3.0 T4 battleaxe 2H weapon Reqs Str 35 [Ego++] Nature/Master Power 47.0 - 70.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit.r2 +24 lightning +9 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Mov.spd +45% Res.pen +14% lightning +9% cold Massive two-handed battleaxes. |
Scorchfist the dwarven-steel dagger (21-27 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Nature Power 21.0 - 27.3 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +2 Str +4 Dex +9 Wil +3 Cun +14 Con dps ---------- Dmg.mod +18% fire Res.pen +10% fire ----- def ----- Resists +15% cold Max.HP +57.00 Sharp, short and deadly. |
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 (+4 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. |
flaming dwarven-steel dagger of rage (18-24 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Arcane/Master Power 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +11 fire While equipped: Stats +4 Str dps ---------- Dmg.mod +8% physical Acc +10 (+4 eff.) Sharp, short and deadly. |
quick dwarven-steel dagger of erosion (18-24 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Nature/Master Power 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 nature While equipped: Stats +4 Dex dps ---------- Phys.spd +10% Acc +11 (+4 eff.) Sharp, short and deadly. |
steel dagger 'Lightningserpent' (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Nature Power 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 nature +12 temporal On Hit.r1 +8 lightning On Crit.r2 +8 lightning While equipped: dps ---------- Dmg.mod +18% lightning Melee Ret 10 lightning On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) Sharp, short and deadly. |
Manorand the steel greatmaul (42-63 power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Rare] Master Power 42.0 - 63.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +12% arcane ----- def ----- Armour +8 Resists +18% acid ---------- misc Mana/s.crit +2.00 Massive two-handed mauls. |
steel greatmaul 'Gleamoozer' (26-39 power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Rare] Arcane Power 26.0 - 39.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +13 fire While equipped: ----- def ----- Defense +30 (+7 eff.) Resists +6% cold +15% temporal Blind- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +1 Massive two-handed mauls. |
Brightmire (32-52 power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Rare] Master Power 32.5 - 52.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +8 mind On Crit.r2 +16 fire On Hit: * 20% chance to reduce strength, dexterity, and constitution by 30 While equipped: dps ---------- Dmg.mod +6% fire Res.pen +10% mind Melee Ret 2 mind 4 blight ----- def ----- Resists +12% blight Massive two-handed swords. |
Murath the steel greatsword (38-62 power, 8 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Rare] Master Power 38.5 - 61.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Cun +5 Dex dps ---------- Dmg.mod +9% physical Acc +10 (+4 eff.) Melee Ret 6 mind Massive two-handed swords. |
steel greatsword of dampening (25-40 power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego] Disrupt Power 25.0 - 40.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: ----- def ----- Resists +13% acid +13% lightning +16% cold +12% fire +6% all Spell.save +12 (+4 eff.) Massive two-handed swords. |
mighty elven-wood longbow of fire4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +9 fire While equipped: Stats +3 Str dps ---------- Phys.pwr +11 (+4 eff.) Dmg.mod +14% fire Longbows are used to shoot arrows at your foes. |
mighty yew longbow of enduring4.0 T3 longbow 2H weapon Reqs Shoot [Ego+] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +5 Str +14 Wil +14 Con dps ---------- Phys.pwr +9 (+4 eff.) ----- def ----- Max.HP +69.00 Longbows are used to shoot arrows at your foes. |
Sword of Potential Futures (28-39 power, 10 apr)3.0 T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
arcing dwarven-steel longsword of massacre (29-41 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego] Arcane/Master Power 29.0 - 40.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 106 damage Sharp, long, and deadly. |
blazebringer's stralite longsword (34-47 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Ego+] Nature Power 33.5 - 46.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Crit.r2 +5 fire While equipped: dps ---------- All.spd +2% Res.pen +13% fire Sharp, long, and deadly. |
dwarven-steel longsword of rage (24-34 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Master Power 24.0 - 33.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical Acc +12 (+4 eff.) Sharp, long, and deadly. |
elemental dwarven-steel longsword of evisceration (23-32 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego++] Arcane/Master Power 23.0 - 32.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 106 cold damage (1/turn) On Crit: * Wound the target dealing 154 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +11 (+4 eff.) Dmg.mod +12% cold Res.pen +13% cold Sharp, long, and deadly. |
elemental stralite longsword of crippling (32-44 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Ego++] Arcane/Master Power 31.5 - 44.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 106 fire damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +11.0% Dmg.mod +17% fire Res.pen +11% fire Sharp, long, and deadly. |
Amydunatorath the vined mindstar (4-4 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 4.0 - 4.4 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% On Hit.r1 +20 acid While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% acid Res.pen +5% temporal Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce armor by 40% * 20% chance to reduce all saves and defense by 23 ----- def ----- Resists +18% acid Phys.save +5 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +1.30 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. |
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. |
Kindleenvy (10-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +11 Cun dps ---------- Mind.crit +3% Mind.pwr +21 (+8 eff.) Dmg.mod +9% fire Melee Ret 6 arcane ----- def ----- Resists +16% mind Mind.save +5 (+2 eff.) ---------- misc Psi/turn +1.10 Equi/ret +0.24 Max.psi +30.00 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. |
Psionic Fury (12-13 power, 25 apr, mind damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 12.0 - 13.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +25 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +8% Mind.pwr +10 (+5 eff.) Dmg.mod +15% mind +5% physical ----- def ----- Resists +10% mind Release a wave of psionic power, dealing 93.20 mind damage (based on Willpower) to all within radius 5. Uses 34 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
Zuhell the thorny mindstar (9-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +8 Dex +5 Wil +3 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +9% acid +17% mind +14% darkness Res.pen +8% mind +11% darkness ---------- misc Max.hate +5.00 See.Invis +15 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. |
blooming pulsing mindstar of life (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) ----- def ----- Max.HP +22.00 HP.reg +0.60 Heal.mod +10% Heal/summ +30 ---------- 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. |
caller's pulsing mindstar of storms (12-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature Power 12.5 - 13.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str +4 Dex +3 Mag +3 Wil +3 Cun +1 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Melee+ 12 lightning Dmg.mod +9% lightning +9% physical +8% cold +9% fire +8% acid Res.pen +4% lightning +4% physical +6% cold +3% fire +6% acid ----- def ----- Resists +4% lightning Heal/summ +29 ---------- misc Max.summ +1 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. |
creative living mindstar of life (16-17 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego] Nature/Psionic Power 15.5 - 17.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +5% Crit.mult +13.00% Mind.pwr +10 (+5 eff.) ----- def ----- Max.HP +28.00 HP.reg +0.80 ---------- 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. |
gifted thorny mindstar of balance (9-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +13 (+6 eff.) ----- def ----- Phys.save +4 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +1.00 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. |
hateful thorny mindstar of flames (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego++] 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 +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) All.spd +4% Melee+ 7 fire Dmg.mod +8% fire +10% mind +10% darkness Res.pen +11% fire +7% mind +7% darkness ----- def ----- Resists +4% fire ---------- misc Max.hate +4.00 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. |
projecting pulsing mindstar of flames (12-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature/Psionic Power 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) All.spd +3% Melee+ 15 fire Dmg.mod +16% lightning +24% fire +12% cold Res.pen +7% fire ----- def ----- Resists +5% fire ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection 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. |
wyrm's pulsing mindstar (13-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature Power 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Melee+ 4 lightning 3 physical 6 fire 5 acid 6 cold ----- def ----- Resists +3% lightning +5% physical +4% cold +6% fire +5% acid ---------- 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. |
hardened leather sling4.0 T3 sling 1H weapon Reqs Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Slings are used to hurl stones or metal shots at your foes. |
warden's hardened leather sling of piercing4.0 T3 sling 1H weapon Reqs Shoot [Ego++] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +3 Mag dps ---------- Dmg.mod +7% temporal +7% physical Res.pen +10% physical +6% temporal +7% all Acc +10 (+4 eff.) Apr +10 ---------- misc Reload +3 Masteries +0.20 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
Airnight (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +12% lightning +20% cold Res.pen +5% mind Melee Ret 10 lightning ----- def ----- Defense +9 (+2 eff.) Resists +6% temporal +6% darkness +3% light Spell.save +9 (+3 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 118.22 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Brandtrail the yew magestaff (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +3% Spell.pwr +17 (+5 eff.) Dmg.mod +20% lightning +9% fire +15% acid ----- def ----- Resists +6% acid +12% fire HP.reg +1.40 Heal.mod +18% ---------- misc Max.P.En +15.00 Max.N.En +15.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Penitence (15-18 power, 4 apr, darkness element)5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+4 eff.) ----- def ----- Resists +30% blight +30% darkness Affinity +20% darkness Spell.save +15 (+5 eff.) ---------- misc Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 9 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
cruel ash vilestaff of illumination (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +12.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ----- def ----- Defense +5 (+1 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 159.20 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
earthen yew magestaff of breaching (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% fire Res.pen +10% fire ----- def ----- Armour +4 Hardiness +4% Phys.save +3 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff 'Chargequeen' (25-30 power, 5 apr, cold element)5.0 T4 staff 2H weapon [Random Unique] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +40.00% Spell.pwr +17 (+5 eff.) Melee+ 22 fire Dmg.mod +15% lightning +28% cold Res.pen +5% lightning +15% cold ----- def ----- Armour +6 Hardiness +2% Phys.save +6 (+3 eff.) ---------- misc See.Invis +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff 'Airwilder' (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +6 Wil dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +12% lightning +20% fire Res.pen +35% mind ----- def ----- Defense +10 (+2 eff.) Resists +6% lightning ---------- misc Max.hate +10.00 Max.psi +30.00 Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 159.20 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
truestriking steel waraxe of evisceration (15-21 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego++] Master Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Wound the target dealing 154 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+3 eff.) Res.pen +7% physical Acc +11 (+4 eff.) Apr +8 One-handed war axes. |
hardened leather belt 'Beluth'1.0 T3 belt armor [Rare] Arcane While equipped: Stats +3 Con dps ---------- Acc +15 (+5 eff.) ----- def ----- Fatigue -7% Resists +6% acid +6% darkness Die.at -80.00 life Max.HP +100.00 Cut- +20% Disarm- +20% ---------- misc Max.enc +40 A belt that goes around your waist. |
hardened leather belt 'Duathelrune'1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.pwr +4 (+2 eff.) Apr +2 Melee Ret 8 darkness ----- def ----- Defense +10 (+2 eff.) Resists +9% lightning +9% temporal +6% darkness Spell.save +9 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
rough leather belt 'Dagyroddayarek'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +6.00% Phys.pwr +3 (+2 eff.) ----- def ----- Resists +3% physical +3% fire Max.HP +20.00 Poison- +10% Cut- +20% A belt that goes around your waist. |
ancient silk robe of blight (+17%) (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +5 Mag dps ---------- Dmg.mod +17% blight +13% temporal +17% physical Res.pen +8% temporal +10% physical ----- def ----- Resists +17% blight +13% all Anom.red +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken Rags of the Sanctuary of power (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +13 (+4 eff.) Dmg.mod +9% temporal +5% arcane +7% all ----- def ----- Resists +7% all ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane/Nature While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +3% Spell.pwr +6 (+2 eff.) Dmg.mod +17% arcane +17% temporal ----- def ----- Resists +9% blight +13% all Max.HP +56.00 HP.reg +4.30 Heal.mod +19% ---------- misc Max.mana +28.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +8% nature ----- def ----- Resists +8% blight +9% all Max.HP +53.00 HP.reg +2.10 Heal.mod +12% Poison- +22% Disease- +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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. |
Glorylle the Frigidpassion (0 def, 8 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Mag +8 Wil +4 Cun dps ---------- Spell.crit +2% Dmg.mod +15% arcane +3% cold Res.pen +15% arcane +15% cold ----- def ----- Armour +8 Fatigue +3% Resists +5% arcane Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +9 (+4 eff.) ---------- misc Mana/turn +0.26 Max.mana +32.00 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
invigorating pair of hardened leather boots of rushing (0 def, 3 armour)2.0 T3 feet armor [Ego++] Nature/Master While equipped: Stats +3 Str +3 Con dps ---------- Mov.spd +10% ----- def ----- Armour +3 Fatigue -6% Max.HP +32.00 ---------- misc Stam/turn +0.40 Rush: Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
stealthy pair of hardened leather boots of force (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master/Psionic While equipped: Stats +8 Lck +5 Dex dps ---------- Phys.pwr +7 (+3 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +8 (+4 eff.) ----- def ----- Armour +3 Stealth +7 A pair of boots made of leather. |
traveler's pair of dwarven-steel boots of massiveness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +4 Fatigue -3% Phys.save +5 (+3 eff.) ---------- misc Max.enc +25 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boryhor the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.pwr +20 (+7 eff.) Melee+ 11 fire Dmg.mod +6% fire Acc +15 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +9% mind +7% fire Spell.save +3 (+1 eff.) HP.reg +4.00 Disease- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Isyth the Searnaught (0 def, 13 armour)1.0 T4 hands armor [Random Unique] Master/Psionic While equipped: Stats +1 Str +4 Con dps ---------- Phys.crit +1.0% Mind.pwr +7 (+3 eff.) Melee+ 24 mind 19 darkness Res.pen +5% fire On Hit (Melee): * 18% chance to reduce all saves and defense by 23 ----- def ----- Armour +13 Mind.save -6 (-3 eff.) Max.HP +43.00 HP.reg +6.00 ---------- misc Stam/turn +4.20 Max.stam +26.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's drakeskin leather gloves of strength (+4) (0 def, 3 armour)1.0 T4 hands armor [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +16 (+6 eff.) Melee+ 11 nature Dmg.mod +6% nature ----- def ----- Armour +3 Resists +5% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aerirandil the Kindleblow (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Dex dps ---------- Dmg.mod +21% darkness +18% mind Res.pen +25% light ----- def ----- Armour +4 Fatigue +4% Resists +6% mind +12% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eilinawen (30 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +30 (+7 eff.) Fatigue +3% Resists +10% lightning +11% temporal +5% arcane +9% cold Spell.save +15 (+5 eff.) Poison- +20% A cap made of leather. |
cashmere wizard hat 'Polytha' (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +12% darkness +11% cold ----- def ----- Defense +2 (+0 eff.) Resists +18% darkness +16% cold Poison- +20% Disarm- +20% Knockbk- +10% ---------- misc Light +3 A pointy cloth hat, very wizardly... |
cashmere wizard hat of madness (2 def, 0 armour)2.0 T3 head armor [Ego+] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +5% ----- def ----- Defense +2 (+0 eff.) Mind.save +13 (+5 eff.) Hateful Whisper: Puts all charms on 13 cooldown Level 2.0 Pwr.cost 13 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 83 Mind damage and spreads amongst your foes, dealing damage and feeding you 2.3 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 2 tiles if one is available; beyond this, all affected targets have a 21% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
cleansing hardened leather cap of precognition (7 def, 3 armour)2.0 T3 head armor [Ego+] Nature/Disrupt While equipped: Stats +4 Cun dps ---------- Acc +7 (+3 eff.) On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +7 (+2 eff.) Fatigue +3% Resists +6% nature +8% blight A cap made of leather. |
dwarven-steel helm 'Cuthodurion' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Spell.pwr +15 (+4 eff.) S.pwr/crit +4 ----- def ----- Armour +4 Fatigue +4% Resists +15% nature +17% cold Blind- +20% ---------- misc Max.vim +20.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm of sanctity (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Arcane While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +10% blight +7% darkness Spell.save +10 (+3 eff.) Mind.save +7 (+3 eff.) Circle of Sanctity: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 23 light damage to everyone else who enters. The circle lasts 4 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding hardened leather cap of trickery (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +3% Resists +5% lightning +7% temporal A cap made of leather. |
mindcaging dwarven-steel helm of precognition (6 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +4 Cun dps ---------- Acc +6 (+2 eff.) On Melee Ret: * 11% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +4% Resists +16% mind Mind.save +12 (+5 eff.) Confus- +34% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
shimmering cashmere wizard hat of decomposition (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +13% arcane ----- def ----- Defense +2 (+0 eff.) Resists +5% lightning +5% temporal +5% light +5% fire +5% nature +5% acid +4% blight +5% cold +5% darkness ---------- misc Max.mana +21.00 A pointy cloth hat, very wizardly... |
Samafang (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Random Unique] Disrupt/Master/Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- On Hit (Melee): * 20% chance to reduce armor by 40% ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +14% blight +21% fire +14% nature +15% acid D.Red.from +9% Unnatural Mind.save +16 (+6 eff.) ---------- misc Hate/m.crit +2.00 Max.psi +20.00 A suit of armour made of mail. |
enlightening stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Psionic While equipped: Stats +7 Cun +4 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Mind.save +22 (+8 eff.) A suit of armour made of mail. |
fortifying dwarven-steel mail armour of clarity (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Master/Psionic While equipped: Stats +4 Str +4 Con ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +6% mind Mind.save +12 (+5 eff.) Max.HP +60.00 A suit of armour made of mail. |
radiant stralite mail armour of the deep (4 def, 11 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Nature While equipped: Stats +3 Wil ----- def ----- Armour +11 Defense +4 (+1 eff.) Fatigue +12% Resists +9% acid +9% cold +15% darkness +23% blight ---------- misc Light +1 Breathe water A suit of armour made of mail. |
searing steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego+] Arcane While equipped: dps ---------- Melee+ 10 acid 12 fire Melee Ret 10 acid 10 fire ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +13% acid +15% fire A suit of armour made of mail. |
cured leather armour 'Flashcast' (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Rare] Master While equipped: Stats +3 Dex +3 Mag dps ---------- Dmg.mod +30% lightning ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Resists +19% acid +6% cold Crit.chn- 15.00% ---------- misc Infravis +3 A suit of armour made of leather. |
prismatic reinforced leather armour of fire resistance (12 def, 7 armour)9.0 T4 light armor Reqs Str 18 [Ego] Arcane/Master While equipped: ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +18% fire +13% light +11% darkness A suit of armour made of leather. |
reinforced leather armour 'Glorireba' (16 def, 7 armour)9.0 T4 light armor Reqs Str 18 [Random Unique] Nature/Master While equipped: Stats +8 Dex +4 Wil +2 Con dps ---------- Mov.spd +20% ----- def ----- Armour +7 Defense +16 (+4 eff.) Fatigue +8% Resists +7% physical Phys.save +18 (+9 eff.) Max.HP +48.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc See.Invis +12 A suit of armour made of leather. |
rejuvenating hardened leather armour of fire resistance (9 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +18% fire HP.reg +3.30 ---------- misc Stam/turn +0.90 A suit of armour made of leather. |
troll-hide cured leather armour of Eyal (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego++] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Max.HP +72.00 HP.reg +8.20 Heal.mod +24% A suit of armour made of leather. |
troll-hide hardened leather armour of command (16 def, 11 armour)9.0 T3 light armor Reqs Str 16 [Ego++] Nature/Psionic While equipped: Stats +1 Cun ----- def ----- Armour +11 Defense +16 (+4 eff.) Fatigue +8% Mind.save +13 (+5 eff.) Max.HP +32.00 HP.reg +7.10 Heal.mod +13% A suit of armour made of leather. |
volcanic rough leather armour of Toknor (3 def, 8 armour)9.0 T1 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +6 (+3 eff.) Melee+ 6 fire Ranged+ 6 fire ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +6% Resists +13% fire +10% physical A suit of armour made of leather. |
radiant dwarven-steel plate armour of acid resistance (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego+] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +11 Fatigue +22% Resists +10% blight +14% darkness +21% acid ---------- misc Light +1 A suit of armour made of metal plates. |
radiant dwarven-steel plate armour of lightning resistance (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego+] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +11 Fatigue +22% Resists +14% blight +14% darkness +22% lightning ---------- misc Light +1 A suit of armour made of metal plates. |
Eremelehek the Oozenigh (0 def, 4 armour, 44 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Dmg.mod +18% fire +9% nature +15% mind Res.pen +5% fire ----- def ----- Armour +4 Fatigue +8% Resists +9% nature Max.HP +57.00 ---------- misc Talents +1 Block Handheld deflection devices. |
crackling dwarven-steel shield (0 def, 6 armour, 78.5 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Dex dps ---------- Melee Ret 7 lightning ----- def ----- Armour +6 Fatigue +8% Resists +12% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
living stralite shield of resistance (0 def, 8 armour, 140 block)7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego++] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +8 Fatigue +8% Resists +7% acid +6% fire +14% blight +8% cold +14% nature +8% lightning Max.HP +23.00 ---------- misc Talents +1 Block Handheld deflection devices. |
Void Quiver (0/0, 45-63 power, 120 apr)3.0 T5 arrow ammo Reqs Dex 32 [Unique] Arcane Power 45.0 - 63.0 Void Uses 70% Dex, 40% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +120 Crit +6.0% On Hit: 15% Spatial Tether 1 On Hit: 15% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
55 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. |
dwarven-steel pickaxe 'Suncut' (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +1 Dex +2 Con dps ---------- Dmg.mod +12% fire ----- def ----- Armour +8 Resists +2% physical Max.HP +26.00 ---------- misc Stam/turn +3.00 Max.stam +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 22 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 129.96 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 129.96 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Shimmervenom the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +7 Con dps ---------- Phys.crit +4.0% Crit.mult +10.00% Res.pen +5% physical ----- def ----- Resists +7% blight +6% lightning HP.reg +3.00 ---------- 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. |
dreamer's alchemist's lamp of focus1.0 T3 lite [Ego+] Psionic While equipped: Stats +5 Wil dps ---------- Mind.crit +6% Mind.pwr +7 (+3 eff.) Dmg.mod +6% mind ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Tidejustice the pouch of steel shots (21/21, 23-28 power, 2 apr)3.0 T2 shot ammo [Rare] Arcane Power 23.0 - 27.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 21 Ranged+ +16 cold On Hit.r1 +4 cold +20 darkness +20 light On Crit.r2 +8 darkness +12 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 106 damage Shots are used with slings to pummel your foes to death. |
steel torque of mindblast 'Anyfast' [power 155] (13 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Phys.pwr +10 (+4 eff.) Res.pen +10% physical ----- def ----- Defense +5 (+1 eff.) Blast the opponent's mind dealing 155 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase the duration of 1 beneficial effects by 1. 100% to increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of stinging 'Zostir' [power 206] (13 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: ----- def ----- Armour +4 Resists +15% lightning Phys.save +12 (+6 eff.) Blind- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Sting an enemy dealing 206 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Elebreba [power 206] (17 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +4 Str dps ---------- Res.pen +15% arcane ----- def ----- Armour +12 Resists +6% light Max.HP +40.00 Create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to increase all damage penetration by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Achievements
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Clara the Higher Necromancer level 31
32nd Regrowth 123rd year of Ascendancy at 22:58 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Clara the Higher Necromancer level 11
1st Summertide 122nd year of Ascendancy at 10:13 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Clara the Higher Necromancer level 24
57th Dusk 122nd year of Ascendancy at 01:27 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Clara the Higher Necromancer level 32
52nd Regrowth 123rd year of Ascendancy at 14:36 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Clara the Higher Necromancer level 31
34th Regrowth 123rd year of Ascendancy at 12:22 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Clara the Higher Necromancer level 26
79th Dusk 122nd year of Ascendancy at 09:12 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Clara the Higher Necromancer level 10
3rd Mirth 122nd year of Ascendancy at 20:18 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Clara the Higher Necromancer level 20
36th Dusk 122nd year of Ascendancy at 20:39 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Clara the Higher Necromancer level 30
25th Haze 122nd year of Ascendancy at 20:22 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Clara the Higher Necromancer level 30
40th Haze 122nd year of Ascendancy at 07:54 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Clara the Higher Necromancer level 29
23rd Haze 122nd year of Ascendancy at 19:45 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Clara the Higher Necromancer level 25
59th Dusk 122nd year of Ascendancy at 17:10 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Clara the Higher Necromancer level 7
79th Pyre 122nd year of Ascendancy at 04:17 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Clara the Higher Necromancer level 16
14th Dusk 122nd year of Ascendancy at 00:45 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Clara the Higher Necromancer level 28
23rd Haze 122nd year of Ascendancy at 01:53 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Clara the Higher Necromancer level 29
25th Haze 122nd year of Ascendancy at 04:16 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Clara the Higher Necromancer level 20
37th Dusk 122nd year of Ascendancy at 13:19 see stats
Log
Resting starts...
Talent Wrath of the Highborn is ready to use.
Rested for 9 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 78 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Lore found: clue (ruined dungeon)
You can read all your collected lore in the game menu, by pressing Escape.
















































































































































