











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.0Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ashes of Urh'Rok 1.6.0Official 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:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Better Item Description 1.6.0This 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 Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.6.0This 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 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Higher |
| Class | Archmage |
| Level / Exp | 37 / 52% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 29 on the 64th Dusk 122nd year of Ascendancy at 02:48 3 / 4Killed by forest wight at level 31 on the 72nd Haze 122nd year of Ascendancy at 17:16 Killed by Vor, Grand Geomancer of the Pride at level 37 on the 55th Regrowth 123rd year of Ascendancy at 21:47 Killed by Vor, Grand Geomancer of the Pride at level 37 on the 57th Regrowth 123rd year of Ascendancy at 00:07 |
Primary Stats
| Strength | 29 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 23 (base 23) |
| Magic | 117 (base 60) |
| Willpower | 91 (base 60) |
| Cunning | 55 (base 20) |
Resources
| Life | 816/816 |
| Mana | 237/237 |
| Healing Factor | 1.4210362694301 |
| Regeneration | 0.35525906735752 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -52.931625982246% |
| Spell | 0% |
| Global | +108.91304347826% |
Vision
| Sight | 11 |
| Lite | 5 |
| Infravision | 3 |
| See Stealth | 15.985538343682 |
| See Invisible | 37.153273568148 |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 15 |
| Crit Chance | 24% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 72 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 49 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +100% |
| Fire | +40% |
| Cold | +49% |
| Arcane | +25% |
| Mind | +10% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +96% |
| Fire | +25% |
| Arcane | +25% |
| Cold | +60% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 38.228713514997 (35.629139072848%) |
| Defense | 35 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 56 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Arcane | + 32%( 70%) |
| Cold | + 51%( 70%) |
| All | 0%( 70%) |
| Lightning | + 43%( 70%) |
| Temporal | + 15%( 70%) |
| Physical | + 1%( 70%) |
| Mind | + 12%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 7%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Stun Resistance | 55% |
| Blind Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 918 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 178 damage per debuff cleansed. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1231% for 10 turns (62 total) and instantly restoring 62 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 469 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Storm | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Effects
| talent | Stone Skin |
| talent | Hurricane |
| talent | Keen Senses |
| talent | Arcane Shield |
| talent | Thunderstorm |
| talent | Tempest |
| talent | Feather Wind |
| talent | Disruption Shield |
| talent | Arcane Power |
| talent | Shielding |
| talent | Essence of Speed |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Tia. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 Shax 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 unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 421. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed vial of greater demon bile. * You've found the needed faerlhing fang. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
Equipment
| On feet | Velyrin (3 def, 7 armour)3.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +3% Resists +12% mind Spell.save +6 (+2 eff.) Max.HP +80.00 Heal.mod +20% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Cooldown Chill of the Tomb -2 Release a will o' the wisp that will explode against your foes for 600 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
| On head | leafwalker's hardened leather cap of knowledge (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +7% nature Spell.save +6 (+2 eff.) Max.HP +74.00 Heal.mod +12% A cap made of leather. |
| Tool | The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
| On fingers | Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| On fingers | savior's stralite ring of warding0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: ----- def ----- Resists +13% acid +15% fire +13% lightning +21% cold Phys.save +6 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +10 (+3 eff.) Rings can have magical properties. |
| Around waist | Glaciervein the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% cold +15% fire Res.pen +25% cold ----- def ----- Armour +16 Defense +10 (+5 eff.) Phys.save +16 (+8 eff.) Die.at -40.00 life ---------- misc Stam/turn +2.00 A belt that goes around your waist. |
| In main hand | dragonbone magestaff of the prodigy (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +17 Mag +12 Wil +10 Cun dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) S.pwr/crit +6 Dmg.mod +30% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 97.15 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Main armor | The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+5 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+6 eff.) Resists +20% lightning Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
| Cloak | Manurach the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Phys.crit +5.0% ----- def ----- Defense +2 (+1 eff.) Resists +15% temporal +1% physical Die.at -80.00 life Max.HP +60.00 Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | warmaker's copper amulet of murder0.1 T1 amulet jewelry [Ego++] Master While equipped: Stats +4 Str +5 Dex +4 Wil dps ---------- Crit.mult +10.00% Acc +5 (+4 eff.) Apr +10 Amulets can have magical properties. |
Inventory
healing infusion of the wizard (heal 274; 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 274 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. |
movement infusion of the psychic (speed 854%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 854% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 842%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 842% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; lightning, physical, darkness, nature, temporal)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 4 physical, 5 darkness, 4 nature, 3 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 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 4 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. |
shatter afflictions rune (absorb 32; cd 24)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed 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 32 damage per debuff cleansed. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Fatigue -20% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Glisema0.1 T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +2 Wil +3 Con +8 Lck dps ---------- Mind.pwr +6 (+2 eff.) Acc +7 (+5 eff.) ----- def ----- Defense +8 (+4 eff.) Resists +3% temporal +6% fire +5% arcane +3% mind Mind.save +6 (+2 eff.) Unseen.red 11% Confus- +12% Amulets can have magical properties. |
restful gold amulet of strength (+4)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: Stats +4 Str ----- def ----- Fatigue -5% HP.reg +3.00 Amulets can have magical properties. |
serendipitous gold amulet of vision0.1 T3 amulet jewelry [Ego++] Nature While equipped: Stats +7 Lck dps ---------- Acc +10 (+7 eff.) ----- def ----- Defense +9 (+4 eff.) Unseen.red 13% Blind- +24% ---------- misc Infravis +4 Sight +2 See.Invis +8 Amulets can have magical properties. |
Sewerdare0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Melee Ret 4 temporal ----- def ----- Resists +9% nature Blind- +24% ---------- misc Mana/turn +0.16 Mana/s.crit +1.00 Vim/s.crit +1.00 Infravis +4 See.Stealth +7 See.Invis +5 Rings can have magical properties. |
solipsist's steel ring of the mountain (+10%)0.1 T2 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +10% physical ----- def ----- Resists +10% physical Rings can have magical properties. |
wizard's steel ring of perseverance0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) HP.reg +3.00 Stun/Frz- +20% Rings can have magical properties. |
gladiator's gold ring of clarity0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +9 (+5 eff.) ----- def ----- Mind.save +8 (+3 eff.) Confus- +20% Rings can have magical properties. |
Emelyyamira0.1 T4 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +7 Wil +3 Con dps ---------- Dmg.mod +14% fire Res.pen +20% mind On Hit (Melee): * 20 arcane resource burn * 10% chance to reduce all saves and defense by 30 ----- def ----- Resists +9% blight +28% fire Phys.save +6 (+3 eff.) Spell.save +3 (+1 eff.) Mind.save +14 (+5 eff.) Rings can have magical properties. |
solipsist's stralite ring of lightning (+28%)0.1 T4 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +13 (+4 eff.) Dmg.mod +14% lightning ----- def ----- Resists +28% lightning Rings can have magical properties. |
solipsist's stralite ring of misery0.1 T4 ring jewelry [Ego++] Psionic While equipped: Stats +9 Cun +5 Wil dps ---------- Mind.pwr +8 (+3 eff.) Melee+ 12 physical Ranged+ 9 physical On Hit (Melee): * 10% chance to reduce all saves and defense by 30 On Hit (Ranged): * 11% chance to reduce all saves and defense by 30 ---------- misc Hate/m.crit +1.00 Max.hate +8.00 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 67%. Rings can have magical properties. |
Adanne the Shockhunger (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Str +3 Dex +4 Con dps ---------- Spell.crit +2% Spell.pwr +11 (+2 eff.) Dmg.mod +24% lightning Res.pen +10% cold Apr +4 ----- def ----- HP.reg +0.80 Heal.mod +11% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen ash magestaff of channeling (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +14 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +3 Hardiness +2% Phys.save +4 (+2 eff.) ---------- misc Mana/turn +0.11 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
imbued ash magestaff (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+1 eff.) Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff On Spell Hit: 10% Curse of Impotence 1 Staves designed for wielders of magic, by the greats of the art. |
Spiderrot the yew starstaff (20-24 power, 4 apr, lightning element)5.0 T3 staff 1H weapon [Random Unique] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +21% Crit.mult +13.00% Phys.pwr +8 (+4 eff.) Spell.pwr +17 (+4 eff.) Dmg.mod +12% nature +20% lightning Res.pen +10% darkness Acc +8 (+6 eff.) ----- def ----- Resists +6% nature ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel elven-wood vilestaff of invocation (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Ego+] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Crit.mult +12.00% Spell.pwr +20 (+5 eff.) S.pwr/crit +8 Dmg.mod +25% darkness ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 8 cone, dealing 39.99 to 47.99 darkness damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood magestaff of wizardry (31-37.2 power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 31.0 - 37.2 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +4% Spell.pwr +22 (+5 eff.) Dmg.mod +31% lightning ---------- misc Max.mana +15.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
void walker's elven-wood magestaff of channeling (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +23 (+5 eff.) Dmg.mod +25% lightning ----- def ----- Resists +8% darkness +10% temporal Def/telep +5 Res/telep +6% Dur/telep +9% ---------- misc Mana/turn +0.24 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Sceptre of the Archlich (40-48 power, 12 apr, darkness element)5.0 T5 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Power 40.0 - 48.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +40 (+9 eff.) Dmg.mod +35% darkness ---------- misc Masteries +0.20 Spell/Necrotic minions +0.20 Celestial/Star fury +0.20 Spell/Advanced necrotic minions This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
infernal dragonbone magestaff of breaching (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +32.00% Spell.pwr +20 (+5 eff.) Melee+ 17 fire Dmg.mod +30% lightning Res.pen +15% lightning ---------- misc See.Invis +12 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elemental stralite battleaxe of massacre (55.5-83.25 power, 3 apr)3.0 T4 battleaxe 2H weapon Reqs Str 35 [Ego+] Arcane/Master Power 55.5 - 83.3 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit: * Create an explosion dealing 116 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +19% lightning Res.pen +24% lightning Massive two-handed battleaxes. |
Bethille (66.5-99.75 power, 3 apr)5.0 T4 greatmaul 2H weapon Reqs Str 35 [Random Unique] Arcane/Master Power 66.5 - 99.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +8 acid +24 temporal On Hit.r1 +12 physical On Crit: * Wound the target dealing 89 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Con dps ---------- Phys.crit +19.0% Phys.pwr +13 (+7 eff.) Res.pen +20% acid ----- def ----- Resists +16% temporal Massive two-handed mauls. |
chilling voratun greatmaul of erosion (67-100.5 power, 4 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego] Arcane/Nature Power 67.0 - 100.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +20 nature +26 cold Massive two-handed mauls. |
Twilight's Edge (47-65.8 power, 7 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Unique] Arcane Power 47.0 - 65.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +12.0% Atk.spd 100% On Crit: * release a burst of light and dark damage (scales with Magic) While equipped: Stats +4 Str +4 Cun +4 Mag dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +18% darkness +18% light ---------- misc Light +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
Zubydheldanor (15-21 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Master Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +14 cold While equipped: dps ---------- Spell.pwr +9 (+2 eff.) Res.pen +5% blight Acc +7 (+5 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +22% ---------- misc Mana/turn +0.04 Max.mana +100.00 Blunt and deadly. |
Lightningsear the stralite mace (38-53.2 power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Rare] Nature Power 38.0 - 53.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +9 Str +7 Dex +10 Mag +10 Wil +10 Cun +9 Con dps ---------- Dmg.mod +9% lightning +12% mind Res.pen +20% mind Melee Ret 10 blight ----- def ----- Resists +15% mind Blunt and deadly. |
arcing stralite mace of rage (36-50.4 power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Ego+] Arcane/Master Power 36.0 - 50.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 116 damage While equipped: Stats +5 Str dps ---------- Dmg.mod +12% physical Acc +13 (+8 eff.) Blunt and deadly. |
Isoba (38.5-53.9 power, 11 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Rare] Nature Power 38.5 - 53.9 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +11 Crit +7.0% Atk.spd 100% On Crit.r2 +34 lightning +32 cold While equipped: dps ---------- Mov.spd +20% Dmg.mod +24% arcane Res.pen +17% lightning +12% cold +15% arcane +15% blight Acc +6 (+5 eff.) ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +3.00 Vim/s.crit +2.00 One-handed war axes. |
Silent Blade (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 55% Dex Acc+ +0.3% 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 (+7 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Icy Kill (35-45.5 power, 10 apr)1.0 T4 dagger 1H weapon Reqs Dex 42 [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Xerebeth the stralite dagger (28.5-37.05 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Random Unique] Arcane/Nature/Master Power 28.5 - 37.1 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +13 cold On Crit.r2 +15 lightning +33 cold While equipped: Stats +2 Dex +3 Con dps ---------- Phys.pwr +12 (+6 eff.) Mov.spd +20% Res.pen +13% lightning +11% physical +11% cold Apr +3 ----- def ----- Defense +6 (+3 eff.) Disarm- +14% Sharp, short and deadly. |
warbringer's stralite dagger of evisceration (28.5-37.05 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego++] Master Power 28.5 - 37.1 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Wound the target dealing 89 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Con dps ---------- Phys.crit +9.0% Phys.pwr +19 (+10 eff.) Res.pen +7% physical ----- def ----- Disarm- +12% Sharp, short and deadly. |
Great Caller (10-11 power, 18 apr, nature damage)3.0 T3 mindstar 1H weapon [Unique] Nature Power 10.0 - 11.0 Nature Uses 30% Wil, 50% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+4 eff.) Dmg.mod +8% fire +8% physical +8% cold ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Beturiavea the Tidemaim (12.5-13.75 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic Power 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit.r1 +12 cold On Crit.r2 +4 cold While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Melee+ 11 cold 7 mind 11 darkness Dmg.mod +14% cold +4% mind +6% darkness Res.pen +12% cold ----- def ----- Armour +13 Resists +22% lightning +30% cold +12% fire ---------- misc Masteries +0.10 Psionic/Voracity +0.10 Psionic/Absorption Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wrathful living mindstar of disruption (15.5-17.05 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego++] Nature/Disrupt/Psionic Power 15.5 - 17.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Against +13% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +11% Mind.pwr +10 (+3 eff.) ---------- misc Hate/m.crit +4.00 Psi/m.crit +2.00 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. |
blazebringer's voratun steamsaw of evisceration (41.5-62.25 power, 25 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 Steam Pool [Ego++] Nature/Master/Steamtech Power 41.5 - 62.3 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +5.0% Atk.spd 100% Block +98 On Crit.r2 +47 fire On Crit: * Wound the target dealing 89 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +12 (+6 eff.) All.spd +5% Res.pen +13% fire ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw of winter (39.5-59.25 power, 25 apr)3.0 T5 steamsaw 1H weapon Reqs Str 48 Steam Pool [Ego+] Nature/Steamtech Power 39.5 - 59.3 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +5.0% Atk.spd 100% Block +98 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil dps ---------- On shield block: * Deals 168 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +12% Resists +14% cold ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
reinforced leather sling of enduring4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Ego+] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: Stats +8 Con +13 Wil ----- def ----- Max.HP +30.00 Slings are used to hurl stones or metal shots at your foes. |
quiver of elven-wood arrows of crippling (19/19, 44-61.6 power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Ego+] Master Power 44.0 - 61.6 Physical Uses 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Apr +14 Crit +16.5% Capacity 19 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
psychokinetic pouch of stralite shots of accuracy (23/23, 42.5-51 power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Ego+] Master/Psionic Power 42.5 - 51.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +13 Apr +5 Crit +5.5% Capacity 23 Ranged+ +15 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 253 physical damage Shots are used with slings to pummel your foes to death. |
sentry's pouch of stralite shots of accuracy (44/44, 50-60 power, 8 apr)3.0 T4 shot ammo Reqs Dex 35 [Ego+] Arcane/Master Power 50.0 - 60.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +9 Apr +8 Crit +5.5% Capacity 44 Rld cld 4 Shots are used with slings to pummel your foes to death. |
Black Mesh (8 def, 2 armour, 120 block)7.0 T3 shield armor [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+3 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +7% blight +10% mind +11% darkness Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +23 (+8 eff.) Max.HP +44.00 HP.reg +1.70 Heal.mod +13% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+6 eff.) Resists +50% fire -10% cold Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
dreamer's cashmere robe of power (15 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +10% all ----- def ----- Defense +15 (+6 eff.) Resists +15% mind +13% darkness Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +23 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Elith (20 def, 0 armour)2.0 T4 cloth armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +11 (+2 eff.) S.pwr/crit +5 Melee Ret 2 arcane ----- def ----- Defense +20 (+8 eff.) Resists +3% acid +15% mind +15% nature Max.HP +40.00 Silence- +36% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mayonor the silk robe (24 def, 4 armour)2.0 T4 cloth armor [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Mag dps ---------- Dmg.mod +15% fire +16% physical +17% temporal Res.pen +11% temporal +12% physical ----- def ----- Armour +4 Defense +24 (+9 eff.) Resists +9% blight +22% fire Phys.save +23 (+11 eff.) Anom.red +12 ---------- misc Stam/turn +3.00 Telepathy Dragon Demon/Major Demon/Minor A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+5 eff.) Resists +10% lightning +10% fire +10% arcane +10% cold Spell.save +20 (+6 eff.) Mind.save +15 (+5 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+3 eff.) Mov.spd +32% Dmg.mod +15% blight ----- def ----- Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Black Robe (6 def, 0 armour)2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+5 eff.) Spell.pwr +30 (+7 eff.) ----- def ----- Defense +6 (+3 eff.) Spell.save +25 (+7 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 A silk robe, darker than the darkest night sky, it radiates power. |
cured leather armour 'Sewershear' (6 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: Stats +6 Str +2 Dex +4 Cun dps ---------- Crit.mult +5.00% Res.pen +5% nature +20% physical Melee Ret 4 physical ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +14% darkness +7% physical ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 28 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Blindlace (12 def, 6 armour)9.0 T3 light armor [Rare] Master While equipped: dps ---------- Res.pen +10% light ----- def ----- Armour +6 Defense +12 (+5 eff.) Fatigue +8% Resists +18% lightning +6% nature Crit.dmg- 5.00% Die.at -40.00 life Disarm- +10% Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of leather. |
Beylathadas (12 def, 9 armour)9.0 T4 light armor [Random Unique] Nature/Master While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) S.pwr/crit +2 Phasing +10% Acc +3 (+3 eff.) ----- def ----- Armour +9 Defense +12 (+5 eff.) Fatigue +8% Resists +7% acid +9% cold +21% lightning Max.HP +62.00 HP.reg +4.00 Heal.mod +14% ---------- misc Max.stam +20.00 Breathe water A suit of armour made of leather. |
cleansing reinforced leather armour of natural resilience (12 def, 7 armour)9.0 T4 light armor [Ego+] Disrupt While equipped: ----- def ----- Armour +7 Defense +12 (+5 eff.) Fatigue +8% Resists +23% nature +26% blight D.Red.from +8% Unnatural A suit of armour made of leather. |
reinforced leather armour of the deep (12 def, 10 armour)9.0 T4 light armor [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +12 (+5 eff.) Fatigue +8% Resists +9% acid +9% cold ---------- misc Breathe water A suit of armour made of leather. |
radiant drakeskin leather armour of acid resistance (20 def, 8 armour)9.0 T5 light armor [Ego+] Nature/Master While equipped: Stats +3 Wil ----- def ----- Armour +8 Defense +20 (+8 eff.) Fatigue +8% Resists +14% blight +13% darkness +26% acid ---------- misc Light +1 A suit of armour made of leather. |
fortifying steel mail armour of the deep (2 def, 8 armour)14.0 T2 heavy armor [Ego++] Nature/Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +12% Resists +8% acid +7% cold Max.HP +48.00 ---------- misc Breathe water A suit of armour made of mail. |
radiant stralite mail armour of Eyal (4 def, 8 armour)14.0 T4 heavy armor Reqs - Heavy armour training Str 38 [Ego++] Nature While equipped: Stats +2 Wil ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +15% blight +14% darkness Max.HP +32.00 HP.reg +2.00 Heal.mod +13% ---------- misc Light +1 A suit of armour made of mail. |
rejuvenating stralite mail armour of acid resistance (4 def, 8 armour)14.0 T4 heavy armor Reqs - Heavy armour training Str 38 [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +19% acid HP.reg +4.40 ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor Reqs - Heavy armour training Str 38 [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+5 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 42.50 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
prismatic stralite plate armour of spell shielding (0 def, 13 armour)17.0 T4 massive armor Reqs - Massive armour training Str 48 [Ego] Arcane While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +14% light +11% darkness +7% arcane Spell.save +16 (+5 eff.) A suit of armour made of metal plates. |
searing stralite plate armour (0 def, 13 armour)17.0 T4 massive armor Reqs - Massive armour training Str 48 [Ego+] Arcane While equipped: dps ---------- Melee+ 8 acid 15 fire Melee Ret 15 acid 11 fire ----- def ----- Armour +13 Fatigue +22% Resists +18% acid +13% fire A suit of armour made of metal plates. |
stralite plate armour of Eyal (0 def, 13 armour)17.0 T4 massive armor Reqs - Massive armour training Str 48 [Ego+] Nature While equipped: ----- def ----- Armour +13 Fatigue +22% Max.HP +62.00 HP.reg +4.00 Heal.mod +14% A suit of armour made of metal plates. |
Kindlearc the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+2 eff.) Dmg.mod +3% lightning Res.pen +5% light Melee Ret 4 mind ----- def ----- Resists +6% light Spell.save +5 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
rough leather belt1.0 T1 belt armor [Normal] A belt that goes around your waist. |
drakeskin leather belt 'Toragund'1.0 T5 belt armor [Rare] Psionic While equipped: dps ---------- Crit.mult +20.00% Mind.pwr +7 (+2 eff.) S.pwr/crit +6 Dmg.mod +12% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 30 ----- def ----- Resists +6% mind Phys.save +15 (+7 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.vim +30.00 A belt that goes around your waist. |
regal kruk cloak of the Shaloren (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Arcane/Psionic While equipped: Stats +1 Mag +3 Wil ----- def ----- Mind.save +6 (+2 eff.) A stylish kruk-style cloak, to look awesome. |
spellcowled linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: Stats +1 Dex +2 Mag +2 Wil +1 Cun ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+2 eff.) ---------- misc Max.mana +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Corpsegrit (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Dex +3 Mag +2 Wil +2 Cun dps ---------- Dmg.mod +8% darkness +6% nature +6% arcane Res.pen +18% darkness Melee Ret 10 arcane ----- def ----- Defense +3 (+1 eff.) Resists +20% darkness Spell.save +5 (+2 eff.) Stealth +8 ---------- misc Max.mana +63.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled elven-silk cloak of the voidstalker (3 def, 0 armour)2.0 T5 cloak armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil ----- def ----- Defense +3 (+1 eff.) Resists +20% darkness +27% temporal Spell.save +9 (+3 eff.) Def/telep +18 Res/telep +12% Dur/telep +25% ---------- misc Max.mana +67.00 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. |
scholar's pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
traveler's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
dreamer's pair of hardened leather boots of disengagement (0 def, 3 armour)2.0 T3 feet armor [Ego++] Master/Psionic While equipped: Stats +2 Dex +2 Wil +5 Cun ----- def ----- Armour +3 Phys.save +10 (+5 eff.) Spell.save +7 (+3 eff.) Mind.save +5 (+2 eff.) Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
wanderer's pair of dwarven-steel boots of evasion (8 def, 4 armour)3.0 T3 feet armor [Ego++] Master While equipped: Stats +4 Cun +3 Con ----- def ----- Armour +4 Defense +8 (+4 eff.) Fatigue +3% Phys.save +15 (+7 eff.) Mind.save +16 (+5 eff.) 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 19% chance to evade melee and ranged attacks and 7 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. |
eldritch pair of voratun boots of speed (0 def, 5 armour)3.0 T5 feet armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.crit +2% Mov.spd +25% ----- def ----- Armour +5 Fatigue +4% ---------- misc Mana/turn +0.29 Max.mana +35.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Breezecut (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Mind.pwr +3 (+1 eff.) Melee+ 5 acid Dmg.mod +3% acid +9% nature ----- def ----- Armour +1 Resists +6% acid Mind.save +3 (+1 eff.) ---------- misc Light +3 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. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 82.70 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
rough leather gloves 'Shadowgrind' (0 def, 1 armour)1.0 T1 hands armor [Rare] Arcane While equipped: Stats +1 Cun +3 Wil dps ---------- Melee+ 6 darkness Dmg.mod +4% darkness ----- def ----- Armour +1 Resists +8% darkness ---------- misc Equi/ret +0.08 Telepathy Humanoid/Orc 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. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 173.92 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
temporal iron gauntlets of magic (+2) (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 7 temporal Ranged+ 6 temporal Dmg.mod +3% arcane +4% temporal ----- def ----- Armour +1 Fatigue +1% Resists +6% temporal 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. |
dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T3 hands armor [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +7 (+4 eff.) Acc +7 (+5 eff.) Apr +10 ----- def ----- Armour +2 Fatigue +3% Resists +8% blight Spell.save +8 (+3 eff.) 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. |
linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat of arcana (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +3 (+0 eff.) ----- def ----- Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat of the mind (+10%) (1 def, 0 armour)2.0 T1 head armor [Ego] Psionic While equipped: dps ---------- Dmg.mod +10% mind ----- def ----- Defense +1 (+0 eff.) Resists +10% mind A pointy cloth hat, very wizardly... |
Xeratha the rough leather cap (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Apr +4 ----- def ----- Armour +3 Fatigue +1% Heal.mod +10% Disarm- +10% Teleport- +20% A cap made of leather. |
hardened leather cap 'Icetaint' (6 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +3 Str +5 Dex +4 Wil +2 Cun dps ---------- Dmg.mod +9% cold Acc +5 (+4 eff.) On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +6 (+3 eff.) Fatigue +3% Resists +9% lightning +5% arcane +12% darkness +6% nature Mind.save +8 (+3 eff.) ---------- misc Light +1 Infravis +4 A cap made of leather. |
grounding iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
defender's dwarven-steel helm of ire (6 def, 9 armour)3.0 T3 head armor [Ego++] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +9 Defense +6 (+3 eff.) Fatigue +4% Resists +4% all Phys.save +14 (+7 eff.) Mind.save +8 (+3 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
warlord's dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Ego+] Nature While equipped: Stats +5 Str +4 Wil dps ---------- Phys.pwr +7 (+4 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +9% physical Phys.save +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 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. |
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. |
2 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. |
2 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. |
5 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. |
7 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 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
5 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. |
9 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
5 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. |
5 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. |
7 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+7 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+7 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
410 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +5 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. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
iron pickaxe 'Aduyaseta' (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Apr +1 ----- def ----- Resists +12% acid +6% fire Spell.save +3 (+1 eff.) ---------- misc Stam/turn +2.00 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 668.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
steel torque of psionic shield [power 43] (25 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
piercing dwarven-steel torque of psionic shield [power 73] (25 cooldown)2.0 T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 73 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing stralite torque of psionic shield [power 99] (25 cooldown)2.0 T4 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 99 for 5 turns Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
focusing stralite torque of psionic shield [power 91] (25 cooldown)2.0 T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 91 for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+5 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Zubawyn [power 76] (20 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: Stats +6 Cun ----- def ----- Spell.save +12 (+4 eff.) Die.at -80.00 life Stun/Frz- +20% ---------- misc Max.hate +10.00 Telepathy Dragon Humanoid/Orc Harden the skin for 7 turns increasing armour by 76 and armour hardiness by 70% Puts all charms on 20 cooldown 100% to increase all damage penetration by 29% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
piercing ash wand of shielding [power 120] (20 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 193 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Dazzleream the yew wand of lightning storm [power 264] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +3% lightning +6% light +6% nature +3% darkness Create a radius 3 storm for 5 turns. Each turn, creatures within take 105 lightning damage and will be dazed for 1 turn (528 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void Shard2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 217.00 temporal and 217.00 darkness damage (based on Magic). Uses 20 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Tia the Higher Archmage level 28
59th Dusk 122nd year of Ascendancy at 19:16 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Tia the Higher Archmage level 17
10th Dusk 122nd year of Ascendancy at 10:18 see stats
Against all odds
Killed Ukruk in the ambush.By Tia the Higher Archmage level 27
57th Dusk 122nd year of Ascendancy at 08:40 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Tia the Higher Archmage level 30
58th Haze 122nd year of Ascendancy at 22:29 see stats
Arachnophobia
Destroyed the spydric menace.By Tia the Higher Archmage level 34
34th Regrowth 123rd year of Ascendancy at 03:54 see stats
Brave new world
Went to the Far East and took part in the war.By Tia the Higher Archmage level 33
30th Regrowth 123rd year of Ascendancy at 22:37 see stats
Bringer of Doom
Killed a Bringer of Doom.By Tia the Higher Archmage level 18
24th Dusk 122nd year of Ascendancy at 19:33 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Tia the Higher Archmage level 32
74th Haze 122nd year of Ascendancy at 19:28 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Tia the Higher Archmage level 18
24th Dusk 122nd year of Ascendancy at 10:58 see stats
Exterminator
Killed 1000 creatures.By Tia the Higher Archmage level 20
35th Dusk 122nd year of Ascendancy at 10:35 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Tia the Higher Archmage level 29
78th Dusk 122nd year of Ascendancy at 04:15 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Tia the Higher Archmage level 17
10th Dusk 122nd year of Ascendancy at 08:46 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Tia the Higher Archmage level 30
29th Haze 122nd year of Ascendancy at 17:37 see stats
Level 10
Got a character to level 10.By Tia the Higher Archmage level 10
5th Mirth 122nd year of Ascendancy at 15:03 see stats
Level 20
Got a character to level 20.By Tia the Higher Archmage level 20
27th Dusk 122nd year of Ascendancy at 00:11 see stats
Level 30
Got a character to level 30.By Tia the Higher Archmage level 30
26th Haze 122nd year of Ascendancy at 01:52 see stats
Matrix style!
Finished the whole Abashed Expanse zone without being hit by a single void blast or manaworm. Dodging's fun!By Tia the Higher Archmage level 5
75th Pyre 122nd year of Ascendancy at 05:50 see stats
Orbituary
Stabilized the Abashed Expanse to maintain it in orbit.By Tia the Higher Archmage level 2
74th Pyre 122nd year of Ascendancy at 23:18 see stats
Size matters
Did over 600 damage in one attack.By Tia the Higher Archmage level 18
23rd Dusk 122nd year of Ascendancy at 21:39 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Tia the Higher Archmage level 32
74th Haze 122nd year of Ascendancy at 21:39 see stats
The Arena
Unlocked Arena mode.By Tia the Higher Archmage level 11
6th Mirth 122nd year of Ascendancy at 17:44 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Tia the Higher Archmage level 28
61st Dusk 122nd year of Ascendancy at 22:21 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Tia the Higher Archmage level 19
26th Dusk 122nd year of Ascendancy at 13:40 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Tia the Higher Archmage level 25
55th Dusk 122nd year of Ascendancy at 06:39 see stats
Log
Tia activates Arcane Shield.
Talent Displacement Shield is ready to use.
Tia activates Tempest.
Tia activates Arcane Power.
Talent Wrath of the Highborn is ready to use.
Rested for 35 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).
Saving done.
Ran for 2 turns (stop reason: interesting character).
Tia deactivates Feather Wind.
Tia deactivates Hurricane.
Tia deactivates Arcane Power.
Tia deactivates Thunderstorm.
The furious lightning storm around Tia calms down and disappears.
Tia deactivates Essence of Speed.
Tia deactivates Tempest.
Tia deactivates Keen Senses.
Tia deactivates Arcane Shield.
Tia deactivates Stone Skin.
Tia deactivates Disruption Shield.
Tia deactivates Shielding.














































































































































































