Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Das Blinkenlights 1.6.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
ZOmnibus Addon Pack 1.7.4Combines 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: 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 | Nightmare Roguelike |
Sex | Male |
Race | Lich |
Class | Necromancer |
Level / Exp | 39 / 61% |
Size | medium |
Lifes / Deaths | Killed by Yrar at level 27 on the 41st Pyre 123rd year of Ascendancy at 10:05 / 1 |
Primary Stats
Strength | 49 (base 37) |
Dexterity | 16 (base 10) |
Constitution | 45 (base 34) |
Magic | 97 (base 60) |
Willpower | 61 (base 31) |
Cunning | 28 (base 11) |
Resources
Life | 717/717 |
Mana | 651/651 |
Soul | 1/14 |
Vim | 275/275 |
Healing Factor | 1.4611689881046 |
Regeneration | 23.7439960567 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +32% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 35.549391208114 |
See Invisible | 32.549391208114 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 100 |
Accuracy | 28 |
Crit Chance | 11% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 83 |
Crit Chance | 46% |
Speed | 1 |
Offense: Mind
Mindpower | 62 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Cold | +20% |
Lightning | +21% |
Darkness | +97% |
Temporal | +12% |
Blight | +48% |
Acid | +20% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Lightning | +40% |
Acid | +20% |
Darkness | +28% |
Temporal | +40% |
Defense: Base
Armour (hardiness) | 33 (59.574340358689%) |
Defense | 36 |
Ranged Defense | 36 |
Fatigue | 0 |
Physical Save | 72 |
Spell Save | 82 |
Mental Save | 75 |
Defense: Resistances
Acid | + 31%( 70%) |
Physical | + 31%( 70%) |
Cold | + 51%( 70%) |
All | + 21%( 70%) |
Darkness | + 70%( 70%) |
Light | + 42%( 70%) |
Temporal | + 36%( 70%) |
Fire | + 56%( 70%) |
Mind | + 28%( 70%) |
Defense: Immunities
Pinning Resistance | 17% |
Confusion Resistance | 60% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 26% |
Bleed Resistance | 100% |
Teleport Resistance | 45% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 85 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 Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 585 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: 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. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 441.28 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
Spell / Glacial waste | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.40 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.40 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.40 |
| 4/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Spell / Age of dusk | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Spell / Animus | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Master necromancer | 1.40 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Spell / Rime wraith | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Generic Talents
Spell / Staff combat | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 3/5 |
Undead / Lich | 1.00 |
| 3/5 |
| 2/5 |
| 4/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Spell / Necrosis | 1.40 |
| 4/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
talent | Spikes of Decrepitude |
talent | Golden Age of Necromancy |
talent | Erupting Shadows |
talent | Suffer For Me |
talent | Aura of Undeath |
talent | Chant of Fortress |
talent | Doomed For Eternity |
beneficial effect | Physical power, spellpower and all saves increased by 50. Commander of the Dead |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Adokira the orc warrior. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | 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: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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 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 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: 568. | 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 |
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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
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 within6 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. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Sootjustice the pair of dwarven-steel boots (0 def, 4 armour) Sootjustice the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Spell.crit +2% S.pwr/crit +4 Dmg.mod +6% blight +15% darkness Res.pen +15% darkness +15% temporal Phasing +30% ----- def ----- Armour +4 Fatigue +3% Resists +28% darkness +19% temporal Def/telep +22 Res/telep +15% Dur/telep +22% ---------- misc Vim/s.crit +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | watchleader's alchemist's lamp of the moons watchleader's alchemist's lamp of the moons1.0 T3 lite [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +7% darkness ----- def ----- Resists +8% light Affinity +5% darkness Blind- +26% Confus- +15% ---------- misc Light +8 Infravis +2 See.Stealth +10 See.Invis +7 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | hardened leather cap 'Brenaharatir' (0 def, 6 armour) hardened leather cap 'Brenaharatir' (0 def, 6 armour)2.0 T3 head armor [Rare] Master While equipped: ----- def ----- Armour +6 Fatigue +3% Resists +9% mind Spell.save +6 (+1 eff.) Die.at -80.00 life Max.HP +40.00 Knockbk- +20% ---------- misc Max.mana +100.00 Infravis +2 A cap made of leather. |
Tool | Eclipsegore [power 512] (15 cooldown) Eclipsegore [power 512] (15 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning +21% darkness Res.pen +20% acid On Hit (Melee): * 20% chance to reduce armor by 45% ----- def ----- Resists +12% acid Sting an enemy dealing 512 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce fatigue by 60% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Cyribeth the Jetraze Cyribeth the Jetraze0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Str +5 Mag +4 Wil +4 Con dps ---------- Mind.pwr +25 (+6 eff.) Dmg.mod +18% darkness ----- def ----- Armour +8 Rings make your fingers look great! |
On fingers | gladiator's stralite ring of life gladiator's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +8 Str +7 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Max.HP +72.00 HP.reg +13.00 Heal.mod +17% Rings make your fingers look great! |
Around waist | Gata the Chargehacker Gata the Chargehacker1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Cun +5 Wil dps ---------- Spell.pwr +4 (+1 eff.) Dmg.mod +6% lightning +12% fire Res.pen +15% lightning Against +15% Summoned ----- def ----- Resists +9% fire D.Red.from +24% Summoned Mind.save +8 (+2 eff.) Anom.red +15 Max.HP +73.00 ---------- misc Max.mana +35.00 Max.stam +43.00 Max.hate +16.00 Max.psi +20.00 Max.vim +23.00 Max.P.En +26.00 Max.N.En +25.00 A belt that goes around your waist. |
In main hand | Staff of Bones (120% power, 4 apr, darkness element) Staff of Bones (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Unique] Arcane Power 121% Range: 1.2x Uses 150% Mag Dmg Darkness Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+4 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Necrosis +0.10 Spell/Master of flesh +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. This item has been sent to the Item's Vault. |
On hands | Layith (0 def, 3 armour) Layith (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex +2 Wil dps ---------- Spell.crit +3% Spell.pwr +30 (+6 eff.) Acc +25 (+10 eff.) ----- def ----- Armour +3 Fatigue +5% Spell.save +9 (+2 eff.) ---------- misc Mana/turn +0.32 Unarmed combat: Power 135% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +11 Apr +15 Crit +21.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Worm Nest (0 def, 0 armour) 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 +22% blight ----- def ----- Resists +13% all 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. |
Cloak | Cloudspitter (9 def, 0 armour) Cloudspitter (9 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) Dmg.mod +16% darkness +12% temporal Res.pen +25% lightning +25% temporal +13% darkness ----- def ----- Defense +9 (+4 eff.) Fatigue -4% Resists +19% light +18% darkness +18% fire Stealth +22 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
Around neck | insulating stralite amulet of willpower (+7) insulating stralite amulet of willpower (+7)0.1 T4 amulet jewelry [Ego] Nature While equipped: Stats +7 Wil ----- def ----- Resists +17% fire +18% cold Amulets make your neck look great! |
Inventory
Infusion of Wild Growth (rad 5; dur 10;) Infusion of Wild Growth (rad 5; dur 10;)0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 77.73 physical damage and 155.47 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the psychic (range 6; phase 22; cd 14) blink rune of the psychic (range 6; phase 22; cd 14)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Prismatic Rune (6 turns; physical, darkness, blight, cold, arcane, fire) Prismatic Rune (6 turns; physical, darkness, blight, cold, arcane, fire)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 physical, 3 darkness, 5 blight, 3 cold, 5 arcane, 3 fire Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the duelist (damage 162; dur 4; cd 18) acid wave rune of the duelist (damage 162; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 162.24 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the sneak (power 13; resist 15%; move 33%; dur 5; cd 18) ethereal rune of the sneak (power 13; resist 15%; move 33%; dur 5; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 15% all resistance, you move 33% faster, and you are invisible (power 13). Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the wizard (power 31; resist 37%; move 45%; dur 5; cd 17) ethereal rune of the wizard (power 31; resist 37%; move 45%; dur 5; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 37% all resistance, you move 45% faster, and you are invisible (power 31). Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the wizard (power 35; resist 36%; move 38%; dur 5; cd 20) ethereal rune of the wizard (power 35; resist 36%; move 38%; dur 5; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 36% all resistance, you move 38% faster, and you are invisible (power 35). Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the titan (regen 1231% over 10 turns; mana 62; cd 14) manasurge rune of the titan (regen 1231% over 10 turns; mana 62; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1231% for 10 turns (963 total) and instantly restoring 62 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 117; cd 21) shatter afflictions rune of the wizard (absorb 117; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 21 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 117 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. 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 |
shielding rune of the psychic (absorb 484; dur 5; cd 14) shielding rune of the psychic (absorb 484; dur 5; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 484 damage for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 289; dur 4; cd 15) shielding rune of the warrior (absorb 289; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 289 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 394; dur 3; cd 18) shielding rune of the wizard (absorb 394; dur 3; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 394 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 46; blocks 5; dur 4; cd 16) stormshield rune of the psychic (threshold 46; blocks 5; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 46 up to 5 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 66; blocks 6; dur 4; cd 16) stormshield rune of the psychic (threshold 66; blocks 6; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 66 up to 6 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
wanderer's copper amulet of the eclipse wanderer's copper amulet of the eclipse0.1 T1 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% Melee+ 6 light 6 darkness Dmg.mod +6% light +6% darkness On Melee Ret: * 6% chance to reduce damage dealt by 29% * 6% chance to blind ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! This item has been sent to the Item's Vault. |
Fanged Collar Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+4 eff.) Spell.save +15 (+3 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Gleammaster the steel amulet Gleammaster the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light Melee Ret 2 light ----- def ----- Resists +14% lightning Mind.save +12 (+3 eff.) Heal.mod +20% Confus- +10% Stun/Frz- +30% Amulets make your neck look great! |
The Far-Hand The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (183). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
grounding gold amulet of vision grounding gold amulet of vision0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +15% lightning Blind- +22% Stun/Frz- +28% ---------- misc Infravis +5 Sight +2 See.Invis +7 Amulets make your neck look great! |
grounding gold amulet of willpower (+3) grounding gold amulet of willpower (+3)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +16% lightning Stun/Frz- +25% Amulets make your neck look great! |
restful gold amulet of magic (+2) restful gold amulet of magic (+2)0.1 T3 amulet jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Fatigue -8% HP.reg +4.00 Amulets make your neck look great! |
Eremudodir Eremudodir0.1 T4 amulet jewelry [Rare] Arcane While equipped: Stats +3 Dex +3 Mag +2 Cun dps ---------- S.pwr/crit +5 ----- def ----- Resists +24% acid +6% blight Heal.mod +20% Blind- +20% ---------- misc Mana/turn +0.27 Max.mana +40.00 Amulets make your neck look great! |
copper ring 'Cinderstun' copper ring 'Cinderstun'0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% fire Acc +15 (+7 eff.) ----- def ----- Resists +18% fire Die.at -60.00 life Silence- +23% ---------- misc Mana/turn +0.11 Max.stam +30.00 Rings make your fingers look great! |
solipsist's copper ring of lightning (+22%) solipsist's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 19.20 cold and 16.00 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
rogue's steel ring of fire (+22%) rogue's steel ring of fire (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% fire ----- def ----- Defense +4 (+2 eff.) Resists +22% fire Rings make your fingers look great! |
savior's steel ring of corrosion (+24%) savior's steel ring of corrosion (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% acid ----- def ----- Resists +24% acid Phys.save +6 (+1 eff.) Spell.save +10 (+2 eff.) Mind.save +8 (+2 eff.) Rings make your fingers look great! |
wizard's steel ring of darkness (+22%) wizard's steel ring of darkness (+22%)0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Spell.save +4 (+1 eff.) Rings make your fingers look great! |
gladiator's gold ring gladiator's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +5 (+1 eff.) Rings make your fingers look great! |
gladiator's gold ring gladiator's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +7 (+2 eff.) Rings make your fingers look great! |
pixie's gold ring pixie's gold ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +3 Mag dps ---------- Spell.pwr +7 (+1 eff.) Rings make your fingers look great! |
warrior's gold ring of frost (+24%) warrior's gold ring of frost (+24%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +12% cold ----- def ----- Armour +8 Resists +24% cold Rings make your fingers look great! |
wizard's gold ring wizard's gold ring0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +5 Mag ----- def ----- Spell.save +10 (+2 eff.) Rings make your fingers look great! |
Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
savage's stralite ring of life savage's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +3 Con ----- def ----- Spell.save +18 (+4 eff.) Max.HP +55.00 HP.reg +7.00 Heal.mod +13% ---------- misc Max.stam +15.00 Rings make your fingers look great! |
wizard's stralite ring of life wizard's stralite ring of life0.1 T4 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +6 Mag ----- def ----- Spell.save +12 (+2 eff.) Max.HP +40.00 HP.reg +8.00 Heal.mod +14% Rings make your fingers look great! |
greater dragonbone magestaff of fate (136% power, 6 apr, cold element) greater dragonbone magestaff of fate (136% power, 6 apr, cold element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +23 (+4 eff.) Dmg.mod +30% lightning +30% cold +30% arcane +30% fire ----- def ----- Phys.save +10 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater dragonbone vilestaff of the prodigy (136% power, 6 apr, fire element) greater dragonbone vilestaff of the prodigy (136% power, 6 apr, fire element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +17 Mag +13 Wil +14 Cun dps ---------- Spell.crit +5% Spell.pwr +23 (+4 eff.) S.pwr/crit +7 Dmg.mod +30% blight +30% fire +30% darkness +30% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
stormbringer's dwarven-steel greatsword of shearing (148% power, 2 apr) stormbringer's dwarven-steel greatsword of shearing (148% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Nature/Master Power 149% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +20 lightning +23 cold While equipped: dps ---------- Mov.spd +36% Res.pen +14% lightning +19% cold +10% all Acc +12 (+6 eff.) Apr +10 Massive two-handed swords. |
Perseverance (138% power, 9 apr) Perseverance (138% power, 9 apr)3.0 T3 longsword 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 138% Range: 1.4x Uses 20% Wil, 90% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Spell.save +18 (+4 eff.) Confus- +30% Stun/Frz- +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
Morrigor (161% power, 12 apr) Morrigor (161% power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Arcane/Unknown Power 162% Range: 1.4x Uses 60% Mag, 60% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 48.50 arcane and 95.55 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+5 eff.) ---------- misc Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
enhanced dwarven-steel dagger of ruin (118% power, 7 apr) enhanced dwarven-steel dagger of ruin (118% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego++] Nature/Master Power 119% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +6 Str +6 Dex +6 Mag +5 Wil +3 Cun +6 Con dps ---------- Phys.crit +8.0% Crit.mult +12.00% Apr +8 Sharp, short and deadly. |
Burnwild the quiver of elven-wood arrows (54/54, 154% power, 14 apr) Burnwild the quiver of elven-wood arrows (54/54, 154% power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Random Unique] Nature/Master/Psionic Power 154% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +4.5% Capacity 54 Proj.spd +200% Ranged+ +27 fire On Hit.r1 +8 fire On Crit.r2 +9 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: ---------- misc Reload +5 Arrows are used with bows to pierce your foes to death. |
Betissra (23/23, 175% power, 6 apr) Betissra (23/23, 175% power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Rare] Master Power 175% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +19.0% Capacity 23 Ranged+ +20 arcane On Hit.r1 +12 arcane On Crit.r2 +20 arcane +20 acid On Hit: * 20% chance to reduce armor by 45% On Crit: * Wound the target dealing 247 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
swashbuckler's voratun shield of crushing (0 def, 10 armour, 190% power, 209.5 block) swashbuckler's voratun shield of crushing (0 def, 10 armour, 190% power, 209.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Master When used to Attack: Power 191% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +210 On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Str +9 Dex dps ---------- Phys.crit +9.0% Phys.pwr +11 (+3 eff.) Acc +23 (+9 eff.) ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+3 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Robe of the Archmage (10 def, 10 armour) 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% cold +10% fire +10% arcane +13% all Spell.save +20 (+4 eff.) Mind.save +15 (+4 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. |
dreamer's silk robe of Linaniil (0 def, 0 armour) dreamer's silk robe of Linaniil (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.crit +8% Spell.pwr +15 (+3 eff.) ----- def ----- Resists +14% darkness +14% mind +13% all Phys.save +16 (+4 eff.) Spell.save +13 (+3 eff.) Mind.save +30 (+7 eff.) ---------- misc Mana/turn +0.24 Max.mana +40.00 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
nimble reinforced leather armour of the deep (22 def, 11 armour) nimble reinforced leather armour of the deep (22 def, 11 armour)9.0 T4 light armor [Ego++] Nature/Master While equipped: Stats +6 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +11 Defense +22 (+9 eff.) Fatigue +8% Resists +9% acid +9% cold ---------- misc Breathe water A suit of armour made of leather. |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Cun +5 Mag dps ---------- Crit.mult +20.00% Spell.pwr +10 (+2 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+7 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 31, based on Cunning and Magic) for 10 turns. Uses 50 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Bethyramira the Hellsqueller Bethyramira the Hellsqueller1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Armour +4 Defense +5 (+3 eff.) Resists +9% blight +6% fire Crit.chn- 5.00% HP.reg +0.80 Heal.mod +13% Confus- +10% ---------- misc Light +1 A belt that goes around your waist. |
Arthaldir the hardened leather belt Arthaldir the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Dex +3 Wil ----- def ----- Armour +10 Defense +12 (+5 eff.) Resists +12% lightning Stealth +10 Disarm- +20% Confus- +20% A belt that goes around your waist. |
hardened leather belt 'Thunderminister' hardened leather belt 'Thunderminister'1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +3 Wil +5 Cun +8 Lck dps ---------- Dmg.mod +6% lightning +12% arcane Res.pen +10% blight Melee Ret 4 mind ----- def ----- Stealth +8 ---------- misc T.Disarm +10 Mana/turn +0.28 Mana/s.crit +2.00 Infravis +5 A belt that goes around your waist. |
Torchkiller the cashmere cloak (23 def, 6 armour) Torchkiller the cashmere cloak (23 def, 6 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Wil +5 Con dps ---------- Phys.pwr +15 (+4 eff.) ----- def ----- Armour +6 Defense +23 (+9 eff.) Resists +15% light +30% fire Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +15% mind Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 62 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Floeire the pair of hardened leather boots (0 def, 3 armour) Floeire the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +6% cold Acc +5 (+2 eff.) Melee Ret 2 acid ----- def ----- Armour +3 Resists +6% lightning +7% temporal +3% acid A pair of boots made of leather. |
Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+3 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 246 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
blightbringer's pair of dwarven-steel boots of speed (0 def, 4 armour) blightbringer's pair of dwarven-steel boots of speed (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +25% Dmg.mod +7% acid +7% blight ----- def ----- Armour +4 Fatigue +3% Disease- +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restful dwarven-steel gauntlets (0 def, 2 armour) restful dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Psionic While equipped: ----- def ----- Armour +2 Fatigue +3% HP.reg +5.00 ---------- misc Stam/turn +1.00 Max.stam +12.00 Unarmed combat: Power 123% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Nightmare 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Blazeviper the voratun gauntlets (0 def, 3 armour) Blazeviper the voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Dex +3 Mag +1 Wil dps ---------- Dmg.mod +18% lightning +6% mind Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 36 ----- def ----- Armour +3 Fatigue +5% Crit.chn- 5.00% HP.reg +6.00 ---------- misc Stam/turn +1.10 Max.stam +27.00 Unarmed combat: Power 134% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Nightmare 5 Metal gloves protecting the hands up to the middle of the lower arm. |
aquamarine 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. |
opal 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. |
amethyst 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 onyx 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. |
5 lapis lazuli 5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 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. |
4 garnet 4 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. |
4 quartz 4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 sapphire 5 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade 2 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 turquoise 4 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ruby 7 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. |
2 amber 2 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. |
264 alchemist agate 264 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. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(118 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Veleta' alchemist's lamp 'Veleta'1.0 T3 lite [Rare] Master While equipped: Stats +5 Con dps ---------- Dmg.mod +21% physical Res.pen +10% blight ----- def ----- Armour +4 Spell.save +6 (+1 eff.) Blind- +31% Confus- +16% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +8 See.Stealth +17 See.Invis +28 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
preserving alchemist's lamp of health preserving alchemist's lamp of health1.0 T3 lite [Ego+] Nature While equipped: Stats +2 Con ----- def ----- Resists +10% blight Max.HP +43.00 HP.reg +5.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching alchemist's lamp of clarity scorching alchemist's lamp of clarity1.0 T3 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 13 fire ----- def ----- Resists +8% fire Mind.save +6 (+1 eff.) ---------- misc Light +4 See.Stealth +5 See.Invis +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eldritch Pearl Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+2 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 48.50 cold damage and 40.42 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Celia's Still Beating Heart Celia's Still Beating Heart2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 80 power out of 80/80 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Blood-Runed Athame Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Falyrodas the Heathunt (dig speed 10 turns) Falyrodas the Heathunt (dig speed 10 turns)3.0 T3 digger tool [Random Unique] Master While equipped: Stats +2 Str +5 Mag +1 Wil +1 Cun dps ---------- Dmg.mod +3% fire Acc +3 (+1 eff.) ----- def ----- Max.HP +20.00 ---------- misc Max.stam +17.00 Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Eternity's Counter Eternity's Counter2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Dmg.mod +15% temporal ----- def ----- Resists +15% temporal Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Fortune's Eye Fortune's Eye2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+6 eff.) Apr +12 ----- def ----- Defense +12 (+5 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Orb of Many 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 Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest 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) 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 240/400 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. |
soothing steel torque of gale force [power 155] (15 cooldown) soothing steel torque of gale force [power 155] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 155 physical damage Puts all charms on 15 cooldown 100% to heal for 38. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast 'Urolatharan' [power 180] (15 cooldown) steel torque of mindblast 'Urolatharan' [power 180] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +7 Con dps ---------- Dmg.mod +15% physical Acc +25 (+10 eff.) ----- def ----- Armour +10 ---------- misc Stam/turn +2.00 Max.stam +30.00 Blast the opponent's mind dealing 180 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Floestriker [power 3] (25 cooldown) Floestriker [power 3] (25 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% cold Res.pen +25% arcane On Hit (Melee): * 20% chance to reduce all saves and defense by 36 ----- def ----- Defense +30 (+11 eff.) Resists +9% mind Mind.save +18 (+4 eff.) Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
innervating dwarven-steel torque of clear mind [power 2] (25 cooldown) innervating dwarven-steel torque of clear mind [power 2] (25 cooldown)2.0 T3 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing stralite torque of mindblast [power 290] (15 cooldown) cleansing stralite torque of mindblast [power 290] (15 cooldown)2.0 T4 torque charm [Ego+] Psionic Blast the opponent's mind dealing 290 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
piercing stralite torque of clear mind [power 3] (25 cooldown) piercing stralite torque of clear mind [power 3] (25 cooldown)2.0 T4 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects 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. |
Sleetraven the elm totem of healing [power 116] (15 cooldown) Sleetraven the elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +25 (+10 eff.) Resists +15% cold Die.at -80.00 life Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
innervating elven-wood totem of healing [power 398] (15 cooldown) innervating elven-wood totem of healing [power 398] (15 cooldown)2.0 T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 398 Puts all charms on 15 cooldown 100% to reduce fatigue by 35% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Hellsstrider [power 128] (20 cooldown) Hellsstrider [power 128] (20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +2 Dex +2 Wil +3 Con dps ---------- Dmg.mod +9% fire Res.pen +15% mind ----- def ----- Resists +6% mind +12% fire ---------- misc Wards +3 acid +3 fire +3 darkness +3 blight Talents +1 Ward Create a shield absorbing up to 128 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Camidor [power 188] (15 cooldown) Camidor [power 188] (15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +4 Dex ----- def ----- Defense +10 (+5 eff.) Resists +3% lightning Crit.chn- 5.00% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +3 Create a radius 3 storm for 5 turns. Each turn, creatures within take 45 lightning damage and will be dazed for 1 turn (227 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. |
innervating ash wand of shielding [power 170] (20 cooldown) innervating ash wand of shielding [power 170] (20 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lightbringer's Wand Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+3 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 101 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Forbidden Tome: "Of Knowledge And Horrors" Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came" 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
By Yrar the Lich Necromancer level 31
12nd Dusk 123rd year of Ascendancy at 12:03 see stats
By Yrar the Lich Necromancer level 31
10th Dusk 123rd year of Ascendancy at 21:35 see stats
By Yrar the Cornac Necromancer level 24
18th Pyre 123rd year of Ascendancy at 08:10 see stats
By Yrar the Lich Necromancer level 37
16th Haze 123rd year of Ascendancy at 13:58 see stats
By Yrar the Lich Necromancer level 34
1st Haze 123rd year of Ascendancy at 09:29 see stats
By Yrar the Cornac Necromancer level 14
23rd Dusk 122nd year of Ascendancy at 17:21 see stats
By Yrar the Lich Necromancer level 35
9th Haze 123rd year of Ascendancy at 12:10 see stats
By Yrar the Lich Necromancer level 33
67th Dusk 123rd year of Ascendancy at 18:27 see stats
By Yrar the Cornac Necromancer level 17
10th Decay 122nd year of Ascendancy at 11:06 see stats
By Yrar the Cornac Necromancer level 20
58th Regrowth 123rd year of Ascendancy at 04:05 see stats
By Yrar the Cornac Necromancer level 19
6th Regrowth 123rd year of Ascendancy at 12:37 see stats
By Yrar the Lich Necromancer level 35
8th Haze 123rd year of Ascendancy at 16:01 see stats
By Yrar the Cornac Necromancer level 19
6th Allure 123rd year of Ascendancy at 05:53 see stats
By Yrar the Lich Necromancer level 39
17th Haze 123rd year of Ascendancy at 21:37 see stats
By Yrar the Lich Necromancer level 32
21st Dusk 123rd year of Ascendancy at 03:10 see stats
By Yrar the Cornac Necromancer level 10
3rd Summertide 122nd year of Ascendancy at 11:09 see stats
By Yrar the Cornac Necromancer level 20
33rd Regrowth 123rd year of Ascendancy at 16:33 see stats
By Yrar the Lich Necromancer level 30
8th Dusk 123rd year of Ascendancy at 17:45 see stats
By Yrar the Lich Necromancer level 27
41st Pyre 123rd year of Ascendancy at 10:05 see stats
By Yrar the Cornac Necromancer level 23
76th Regrowth 123rd year of Ascendancy at 06:15 see stats
By Yrar the Cornac Necromancer level 27
35th Pyre 123rd year of Ascendancy at 19:27 see stats
By Yrar the Cornac Necromancer level 25
27th Pyre 123rd year of Ascendancy at 14:33 see stats
By Yrar the Lich Necromancer level 34
67th Dusk 123rd year of Ascendancy at 23:54 see stats
By Yrar the Cornac Necromancer level 7
6th Mirth 122nd year of Ascendancy at 09:36 see stats
By Yrar the Cornac Necromancer level 7
78th Pyre 122nd year of Ascendancy at 23:51 see stats
By Yrar the Cornac Necromancer level 19
6th Allure 123rd year of Ascendancy at 05:07 see stats
By Yrar the Cornac Necromancer level 16
40th Haze 122nd year of Ascendancy at 13:59 see stats
By Yrar the Cornac Necromancer level 25
32nd Pyre 123rd year of Ascendancy at 22:06 see stats
By Yrar the Cornac Necromancer level 18
6th Allure 123rd year of Ascendancy at 00:42 see stats
By Yrar the Lich Necromancer level 30
9th Dusk 123rd year of Ascendancy at 15:14 see stats
Log
You gain 12.52 gold from the transmogrification of magewarrior's short elven-wood magestaff of invocation (129% power, 5 apr, lightning element).
You gain 6.09 gold from the transmogrification of lifebinding elven-wood magestaff (129% power, 5 apr, cold element).
You gain 7.04 gold from the transmogrification of ethereal elven-wood vilestaff of fate (129% power, 5 apr, blight element).
You gain 5.46 gold from the transmogrification of elven-wood vilestaff of illumination (129% power, 5 apr, blight element).
You gain 3.39 gold from the transmogrification of elven-wood magestaff of might (129% power, 5 apr, arcane element).
You gain 1.25 gold from the transmogrification of elven-wood magestaff (129% power, 5 apr, fire element).
You gain 6.36 gold from the transmogrification of cruel elven-wood magestaff of illumination (129% power, 5 apr, cold element).
You gain 0.50 gold from the transmogrification of stralite ring.
You gain 6.46 gold from the transmogrification of sneakthief's stralite ring of pilfering.
You gain 6.35 gold from the transmogrification of savage's gold ring of tenacity.
You gain 6.24 gold from the transmogrification of enraging stralite amulet of magic (+5).
You gain 0.60 gold from the transmogrification of teleportation rune (range 69; cd 13).
You gain 1.50 gold from the transmogrification of stormshield rune of the titan (threshold 36; blocks 5; dur 4; cd 13).
You gain 0.55 gold from the transmogrification of shatter afflictions rune (absorb 20; cd 22).
You gain 1.13 gold from the transmogrification of manasurge rune of the sneak (regen 1074% over 10 turns; mana 54; cd 18).
You gain 0.64 gold from the transmogrification of manasurge rune (regen 947% over 10 turns; mana 47; cd 17).
You gain 1.45 gold from the transmogrification of biting gale rune (damage 108; dur 4; cd 20).
You gain 1.50 gold from the transmogrification of biting gale rune (damage 120; dur 4; cd 15).
You gain 1.52 gold from the transmogrification of regeneration infusion of the duelist (heal 228; 17 cd).
You gain 1.18 gold from the transmogrification of regeneration infusion (heal 229; 17 cd).
You gain 0.77 gold from the transmogrification of regeneration infusion (heal 90; 17 cd).
You gain 6.27 gold from the transmogrification of heroism infusion (die at -427; dur 6; cd 34).
You gain 1.23 gold from the transmogrification of healing infusion of the warrior (heal 176; cd 10).
Saving done.
Saving done.
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving done.
Saving done.
Saving game...