









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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: Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Possessor Bonus Class 1.7.4Donators/Buyers bonus! Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 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:
Godmode Merchant 1.5.10Adds a NPC that will grant you invulnerability/max dmg, 249 spells available, stat/generic/prodigy points, money, raise sub stats, set level, and can imbue ANYTHING (as long as you have the gems and item)! He spawns near the portal to Angolwen. 1.0.5 - 50 Talent trees from Orcs/Cults DLC added (these will be marked with *orcs/cults dlc* next to the talents, these dlcs are NOT required to play this addon) 14 talents added that were missing. For a non-cheaty version check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv 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:
Improved Auto-explore and Rest 1.7.2Quality 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. Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Infinite Mastery 1.7.4Increases the mastery value increase to 0.4, and removes the 1 increase limit. Originally made by jojolagger, I only bumped up addon weight so it can work with my addon collection with online profile on. Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Discordant class (and friends) 1.6.71) Add Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it. 2) Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus. 3) Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos. 4) Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism. 5) Add Colossus as playable race. Artificial giant constructed by dwarves to guard their gold, has some non-living characteristics. Starts on Reknor (dwarf start). A durable race with some drawbacks. Also like gold. - This is a practice addon intended for personal use, but thank you if you decided to check it out anyway. Creditshttp://game-icons.net/ Changelog1.0.0: - Initial release Inferno Race Pack 1.7.0Adds a collection of my races. Better Item Description 1.7.2This 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 Class: Demolisher 1.7.6A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents: With new graphics by ToME artist rexorcorum Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Zilquish |
| Class | Customer |
| Level / Exp | 42 / 82% |
| Size | gargantuan |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 335 (base 60) |
| Dexterity | 171 (base 40) |
| Constitution | 289 (base 60) |
| Magic | 43 (base 20) |
| Willpower | 279 (base 60) |
| Cunning | 272 (base 60) |
Resources
| Life | 3655/3655 |
| Stamina | 906/906 |
| Psi | 1567/1567 |
| Healing Factor | 2.5 |
| Regeneration | 436.0048569676 |
Speed
| Mental | +52.0461785316% |
| Attack | 0% |
| Movement | +45.964560974856% |
| Spell | 0% |
| Global | +191.16259491678% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 701 |
| Accuracy | 147 |
| Crit Chance | 163% |
| APR | 98 |
| Speed | 0.66 |
Offense: Offhand
| Damage | 571 |
| Accuracy | 147 |
| Crit Chance | 167% |
| APR | 100 |
| Speed | 0.66 |
Offense: Spell
| Spellpower | 89 |
| Crit Chance | 95% |
| Speed | 1 |
Offense: Mind
| Mindpower | 167 |
| Crit Chance | 96% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +30% |
| Physical | +94% |
| Fire | +12% |
| Arcane | +11% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +50% |
| Physical | +95% |
| Nature | +30% |
| Arcane | +11% |
| Darkness | +58% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 165.59583112538 (93.292302510663%) |
| Defense | 105 |
| Ranged Defense | 105 |
| Fatigue | 0 |
| Physical Save | 104.08 |
| Spell Save | 97.33 |
| Mental Save | 103 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 67%( 70%) |
| All | + 55%( 70%) |
| Physical | + 70%( 70%) |
| Lightning | + 66%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 70%( 70%) |
| Mind | + 70%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Pinning Resistance | 46% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1550 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 422 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 Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 419 with a minimum range of 15. Its effects scale with your Cunning stat. |
Class Talents
| Cursed / Gloom | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Psionic / Solipsism | 1.80 |
| 5/5 |
| 2/5 |
| 5/5 |
| 3/5 |
| Technique / Primal Grit | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Duelist | 1.60 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Talisman | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.40 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Cunning / Stealth | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 2.00 |
| 3/5 |
| 3/5 |
| 4/5 |
| 2/5 |
| Technique / Basic combat | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Primal Might | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Dual techniques | 1.60 |
| 2/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Cunning / Poisons | 2.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Technique / Primal Agility | 1.70 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Battle tactics | 1.60 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Scorpion | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Psionic / False Form | 1.70 |
| 2/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Conditioning | 1.80 |
| 2/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Cunning / Scoundrel | 1.60 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Psionic / Notion Rain | 1.70 |
| 2/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Steamtech / Blacksmith | 2.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Undead / Zilquish | 1.80 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cunning / Desert Combo | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Technique / Inoculation | 1.70 |
| 3/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Wild-gift / Fungus | 1.40 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.80 |
| 3/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.80 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Apply Poison |
| talent | Eldritch Form |
| talent | Beyond the Flesh |
| talent | Gloom |
| talent | Numbing Poison |
| talent | Crippling Poison |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | Parrying melee and ranged attacks: Has a 89% chance to deflect up to 79 damage from the next 3.9 attack(s). Parried attacks cannot crit. Parrying |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 0% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+52% global speed). Clarity |
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 grave | active |
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 |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
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 Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)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 Constitution by +5. | done |
You failed to protect the lost warrior from death by Ematta the cave troll. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved Constitution 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
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: 1363. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed vial of greater demon bile. * You've found the needed vial of elder vampire blood. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed faerlhing fang. * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed green worm. * You've found the needed ice wyrm tooth. | 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within | active |
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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | voratun greatsword of ruin (63-101 power, 4 apr)3.0 T5 greatsword 1H weapon [Ego+] Master Power 63.0 - 100.8 Physical Uses 194% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +13.0% Crit.mult +49.00% Apr +14 Massive two-handed swords. |
| Around waist | Glawyn the hardened leather belt1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +2 Mag dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +4 (+1 eff.) ----- def ----- Resists +8% light +10% darkness Spell.save +8 (+1 eff.) Mind.save +9 (+2 eff.) ---------- misc Light +3 Size +1 A belt that goes around your waist. |
| Quiver | Glittervile the Void Quiver (0/0, 68-95 power, 120 apr)3.0 T5 arrow ammo [Random Unique] Arcane/Nature/Master Power 68.0 - 95.2 Void Uses 104% Wil, 90% Cun, 40% Mag Acc+ +0.2% crit chance (max 25%) Apr +120 Crit +26.0% Ranged+ +36 lightning +24 cold +4 light On Hit.r1 +12 temporal +16 light +16 darkness On Crit.r2 +23 lightning +8 blight On Hit: 15% Spatial Tether 1 On Hit: 15% Dimensional Anchor 1 On Crit: * Wound the target dealing 475 physical damage across 5 turns and reducing healing by 50% An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. This object's appearance was changed to Arkul's Siege Arrows (Nightmares). |
| On hands | Hand of the World-Shaper (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+2 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Unarmed combat: Power 39.0 - 54.6 Physical Uses 10% Mag, 91% Cun, 91% Wil Acc+ +0.2% base dam (max 20%) Apr +10 Crit +7.0% Atk.spd 100% On Hit.r1 +50 gravity On Crit.r2 +30 gravity pin On Hit: 15% Earthen Missiles 5 Earthquake: Level 6.6 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 190.03 physical damage in a radius of 5 each turn for 9 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
| Light source | Eclipserock the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +6 Wil dps ---------- Phys.crit +5.0% Crit.mult +16.00% Phys.pwr +8 (+1 eff.) Dmg.mod +12% darkness Res.pen +25% lightning +20% darkness +10% nature ----- def ----- Resists +12% nature +20% darkness ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | voratun helm 'Galildil' (0 def, 15 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +7 Dex ----- def ----- Armour +15 Fatigue +5% Resists +6% temporal +25% mind +17% darkness Phys.save +24 (+1 eff.) Spell.save +9 (+1 eff.) Mind.save +29 (+5 eff.) Max.HP +40.00 Confus- +30% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to Yaldan Baoth. |
| On feet | Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+1 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Tool | dwarven-steel pickaxe 'Khelyromichik' (dig speed 17 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +1 Wil dps ---------- Mind.crit +3% Crit.mult +20.00% Res.pen +16% physical Melee Ret 6 blight ---------- misc Max.mana +40.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun ring 'Tidejeer'0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str ----- def ----- Armour +8 Resists +6% acid +6% fire +9% light +3% cold Spell.save +3 (+0 eff.) Max.HP +57.00 HP.reg +19.00 Heal.mod +16% Stun/Frz- +33% Rings make your fingers look great! |
| On fingers | Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +8% physical Acc +10 (+1 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+2 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
| Around neck | Windtitan0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +7 (+1 eff.) Phys.spd +10% Dmg.mod +7% physical Res.pen +20% nature ----- def ----- Armour +4 Resists +5% arcane +20% blight Phys.save +12 (+1 eff.) Stun/Frz- +20% Amulets make your neck look great! |
| In main hand | Glorarewe the stralite greatmaul (52-78 power, 3 apr)5.0 T4 greatmaul 2H weapon [Random Unique] Nature/Master Power 52.0 - 78.0 Physical Uses 194% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% While equipped: Stats +10 Str +20 Dex +13 Mag +16 Wil +16 Cun +14 Con dps ---------- Phys.spd +10% Res.pen +19% physical Acc +48 (+6 eff.) Apr +14 On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +4 Resists +3% darkness +3% temporal Crit.dmg- 10.00% Phys.save +6 (+0 eff.) Heal.mod +5% Massive two-handed mauls. This object's appearance was changed to Dethzaw. |
| Absorbed Mindstar | Polesevea the living mindstar (16-18 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 16.5 - 18.2 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +12.0% Atk.spd 100% While equipped: Stats +8 Cun dps ---------- Phys.crit +3.0% Mind.crit +5% Crit.mult +42.00% Mind.pwr +10 (+1 eff.) Dmg.mod +6% mind Acc +25 (+3 eff.) Apr +2 ---------- misc Stam/turn +3.00 Equi/ret +0.12 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| In off hand | voratun waraxe 'Flaremaim' (40-55 power, 6 apr)3.0 T5 waraxe 1H weapon [Rare] Master Power 39.5 - 55.3 Physical Uses 169% Wil Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 10% chance to reduce all saves and defense by 68 While equipped: Stats +5 Dex +8 Cun dps ---------- Mind.pwr +25 (+2 eff.) Phys.spd +10% Dmg.mod +12% fire Acc +5 (+1 eff.) ---------- misc Hate/m.crit +2.00 One-handed war axes. This object's appearance was changed to Dethzaw. |
| Cloak | Skywisp the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: dps ---------- Spell.crit +5% Crit.mult +19.00% Spell.pwr +7 (+1 eff.) Dmg.mod +11% arcane Res.pen +25% lightning +11% arcane +25% darkness ----- def ----- Defense +2 (+0 eff.) Resists +15% darkness +5% arcane ---------- misc Max.mana +57.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Invisible. |
| Main armor | silk robe 'Yaruzor' (10 def, 4 armour)2.0 T4 cloth armor [Rare] Psionic While equipped: Stats +9 Str dps ---------- Phys.crit +4.0% Mind.crit +4% Phys.pwr +10 (+1 eff.) Mind.pwr +9 (+1 eff.) Dmg.mod +18% darkness +21% physical Res.pen +13% darkness +17% physical ----- def ----- Armour +4 Defense +10 (+1 eff.) Resists +15% blight +13% all ---------- misc Max.hate +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. This object's appearance was changed to Plate Armor of the King. |
Inventory
healing infusion of the psychic (heal 843; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 843 then cleanse 1 wound, poison, and disease effect. 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. |
heroism infusion of the psychic (die at -2166; dur 7; cd 26)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -2166 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 2166 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 warrior (speed 1839%; 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 1839% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 1452; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 1452 life over 5 turns. 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. |
regeneration infusion of the titan (heal 1481; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 1481 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 2105; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 2105 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 112%; mental; dur 4; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 112% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (1266.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] 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: Inflicts 1266.00 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 18; phase 60; cd 17)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 18 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 18 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 60%, your defense is increased by 60 and all your resistances by 60%. 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. |
manasurge rune of the warrior (regen 3909% over 10 turns; mana 195; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 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 3909% for 10 turns (3303 total) and instantly restoring 195 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
shatter afflictions rune of the titan (absorb 469; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed 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 469 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. 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 duelist (absorb 852; 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 create a protective shield absorbing at most 852 damage for 4 turns. 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. |
shielding rune of the titan (absorb 1292; dur 5; 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 1292 damage for 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 1673; 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 1673 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. |
stormshield rune of the titan (threshold 46; blocks 16; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 46 up to 16 times. 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. |
teleportation rune of the sneak (range 412; 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 Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 412 with a minimum range of 15. 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. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Bregustir0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +4 Cun +3 Con dps ---------- Mind.pwr +5 (+0 eff.) Mov.spd +10% ----- def ----- Fatigue -5% Resists +6% nature +3% fire Phys.save +12 (+1 eff.) Spell.save +15 (+1 eff.) Mind.save +12 (+2 eff.) HP.reg +2.00 Heal.mod +13% Cut- +50% ---------- misc Stam/turn +0.40 Heal: Puts all charms on 35 cooldown Level 3.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 968 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
copper amulet 'Eilinoth'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Cun +2 Wil dps ---------- Dmg.mod +3% acid Res.pen +20% acid ----- def ----- Mind.save +6 (+1 eff.) Amulets make your neck look great! |
Daguchik the Searspiker0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Dex +5 Wil +5 Cun +6 Con dps ---------- Mind.pwr +7 (+0 eff.) Res.pen +10% fire ----- def ----- Resists +6% fire ---------- misc Light +3 See.Invis +6 Rings make your fingers look great! |
copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Rings make your fingers look great! |
marksman's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +5 Dex dps ---------- Acc +10 (+1 eff.) Rings make your fingers look great! |
mule's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +2.00 Stun/Frz- +21% ---------- misc Max.enc +20 Rings make your fingers look great! |
painweaver's stralite ring of fire (+28%)0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: dps ---------- Phys.pwr +13 (+2 eff.) Spell.pwr +12 (+2 eff.) Mind.pwr +7 (+0 eff.) Dmg.mod +14% fire +6% all ----- def ----- Resists +28% fire Rings make your fingers look great! |
Kelagrim the Shinepassion (58-87 power, 4 apr)3.0 T5 battleaxe 2H weapon [Random Unique] Master/Psionic Power 58.0 - 87.0 Physical Uses 194% Wil Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +23 darkness Against +19% Living On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +2 Mag +1 Wil +2 Cun +10 Con dps ---------- Phys.pwr +17 (+2 eff.) Res.pen +21% physical Melee Ret 6 mind ----- def ----- Resists +6% light Disarm- +31% ---------- misc Max.mana +40.00 Massive two-handed battleaxes. |
arcing dwarven-steel battleaxe of massacre (43-64 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane/Master Power 43.0 - 64.5 Physical Uses 194% Wil Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 137 damage Massive two-handed battleaxes. |
voratun battleaxe 'Layirida' (55-82 power, 4 apr)3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Master Power 55.0 - 82.5 Physical Uses 194% Wil Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +12 blight On Hit: 20% Epidemic 5 On Hit: * 21% chance to reduce strength, dexterity, and constitution by 37 On Crit: * Splash the target with acid dealing 229 damage over 5 turns and reducing armor and accuracy by 29 While equipped: Stats +1 Cun +3 Wil dps ---------- Phys.crit +9.0% Crit.mult +27.00% Mind.pwr +5 (+0 eff.) Res.pen +5% mind Apr +16 ----- def ----- Disease- +27% ---------- misc Psi/ret +0.20 Hate/m.crit +1.00 Massive two-handed battleaxes. |
truestriking voratun greatsword of evisceration (61-98 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego++] Master Power 61.0 - 97.6 Physical Uses 194% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 475 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +21.0% Phys.pwr +21 (+3 eff.) Res.pen +21% physical Acc +24 (+3 eff.) Apr +21 Massive two-handed swords. |
truestriking dwarven-steel longsword of massacre (29-41 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Master Power 29.0 - 40.6 Physical Uses 169% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +15 (+2 eff.) Apr +7 Sharp, long, and deadly. |
Brenirig (29-41 power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Nature/Master Power 29.0 - 40.6 Physical Uses 169% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +11 nature On Crit.r2 +15 lightning +11 cold While equipped: Stats +3 Con dps ---------- Phys.pwr +8 (+1 eff.) Mov.spd +28% Res.pen +10% lightning +7% physical +7% cold On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +3% acid +6% nature +6% darkness Disarm- +19% Blunt and deadly. |
dwarven-steel mace 'Xaneda' (27-38 power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Disrupt/Master/Psionic Power 27.0 - 37.8 Physical Uses 169% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +7 mind Against +14% Unnatural On Hit: * 24% chance to reduce all saves and defense by 68 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Cun +6 Wil dps ---------- Phys.crit +6.0% On Hit (Melee): * 20% chance to slow global speed by 101% ----- def ----- Resists +9% nature +6% cold Spell.save +6 (+0 eff.) Blunt and deadly. |
Eryrachik (8-9 power, 26 apr, mind damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature Power 8.5 - 9.4 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +26 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Mind.crit +3% Phys.pwr +15 (+2 eff.) Mind.pwr +10 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +5% blight Max.HP +24.00 HP.reg +0.80 Disease- +10% ---------- misc Stam/turn +3.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
harmonious living mindstar of storms (16-18 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Ego++] Nature Power 16.5 - 18.2 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Str +4 Dex +4 Mag +4 Wil +7 Cun +2 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Melee+ 12 lightning Dmg.mod +5% nature +12% lightning Res.pen +7% nature +9% lightning ----- def ----- Resists +4% nature +12% lightning ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony 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. |
mighty stralite steamgun of tinkering (+6)4.0 T4 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Master/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +6 Cun +3 Str dps ---------- Phys.pwr +10 (+1 eff.) Steampwr +7 (+1 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
quick stralite waraxe of crippling (34-48 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego++] Master Power 34.5 - 48.3 Physical Uses 169% Wil Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Dex dps ---------- Phys.crit +9.0% Phys.spd +10% Acc +17 (+2 eff.) One-handed war axes. |
Xorira the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Phys.crit +1.0% Acc +10 (+1 eff.) ----- def ----- Phys.save +3 (+0 eff.) Die.at -60.00 life HP.reg +0.80 Heal.mod +11% A belt that goes around your waist. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+0 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Siluwen the Freezebiter (10 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Armour +3 Defense +10 (+1 eff.) Fatigue +2% HP.reg +2.00 Heal.mod +5% ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Winterglamour the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mind.crit +2% Crit.mult +15.00% Mind.pwr +20 (+2 eff.) ----- def ----- Armour +4 Fatigue +3% Resists +12% cold HP.reg +6.00 Heal.mod +13% ---------- misc Hate/m.crit +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Hazetouch the rough leather gloves (15 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+2 eff.) Melee+ 7 acid Dmg.mod +4% acid Res.pen +25% cold ----- def ----- Armour +1 Defense +15 (+2 eff.) Resists +6% acid +15% cold ---------- misc Stam/turn +3.00 Unarmed combat: Power 8.0 - 8.8 Physical Uses 91% Wil, 91% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% On Crit.r2 +7 acid On Hit: 10% Corrosive Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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% Unarmed combat: Power 17.0 - 18.7 Physical Uses 91% Wil, 91% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 125% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 3.5 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 766.78 physical damage and knocking targets back 6 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. |
steady rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+1 eff.) Acc +5 (+1 eff.) ----- def ----- Armour +1 Phys.save +5 (+0 eff.) Mind.save +5 (+1 eff.) Disarm- +22% Unarmed combat: Power 10.5 - 11.6 Physical Uses 91% Wil, 91% Cun Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +1 Crit +1.0% Atk.spd 125% On Hit: 10% Perfect Control 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Betheriathra' (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +5 Str +4 Dex +4 Cun dps ---------- Phys.pwr +13 (+2 eff.) Acc +32 (+4 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +3% temporal +12% darkness +9% blight +3% nature +3% mind Spell.save +6 (+0 eff.) ---------- misc Infravis +2 Unarmed combat: Power 37.5 - 52.5 Physical Uses 91% Wil, 91% Cun Acc+ +0.2% base dam (max 20%) Acc +23 Apr +15 Crit +22.0% Atk.spd 100% Melee+ +17 darkness On Crit: 10% Dominate 5 Track: Puts all charms on 15 cooldown Level 3.5 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 44 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Winterfist the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +25 (+3 eff.) Dmg.mod +9% cold Acc +10 (+1 eff.) Melee Ret 6 cold ----- def ----- Armour +4 Fatigue +4% Resists +4% physical ---------- misc Stam/turn +3.00 Stam/ret +1.80 Equi/ret +1.80 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Bethiressra' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +18 Str +7 Dex ----- def ----- Armour +4 Fatigue +4% Resists +13% light +12% darkness Crit.dmg- 10.00% ---------- misc Infravis +3 Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 4313.7 Physical damage. If the attack hits, the target is confused (48% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Arthoromintir' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str +2 Dex +1 Mag +1 Con ----- def ----- Armour +3 Fatigue +5% Resists +6% cold ---------- misc See.Invis +15 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Cyrubeth' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.pwr +3 (+0 eff.) Dmg.mod +6% acid Res.pen +10% mind On Hit (Melee): * 10% chance to reduce armor by 47% ----- def ----- Armour +1 Fatigue +1% Resists +3% acid ---------- misc Hate/m.crit +1.00 A cap made of leather. |
Chamydobar (2 def, 10 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Cun +2 Wil dps ---------- Phys.pwr +20 (+2 eff.) ----- def ----- Armour +10 Defense +2 (+0 eff.) Fatigue +12% Resists +10% blight +11% darkness Die.at -20.00 life ---------- misc Max.psi +20.00 Light +1 A suit of armour made of mail. |
rejuvenating stralite mail armour of fire resistance (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +4 (+0 eff.) Fatigue +12% Resists +19% fire HP.reg +2.00 ---------- misc Stam/turn +0.90 A suit of armour made of mail. |
stralite mail armour of spell shielding (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego] Arcane While equipped: ----- def ----- Armour +8 Defense +4 (+0 eff.) Fatigue +12% Resists +6% arcane Spell.save +18 (+1 eff.) A suit of armour made of mail. |
hardened leather armour 'Nerurianor' (9 def, 6 armour)9.0 T3 light armor [Rare] Arcane While equipped: Stats +6 Str +6 Mag +6 Wil +3 Cun +10 Con dps ---------- Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Phys.pwr +16 (+2 eff.) Spell.pwr +18 (+4 eff.) Mind.pwr +14 (+1 eff.) ----- def ----- Armour +6 Defense +9 (+1 eff.) Fatigue +8% Resists +16% lightning +2% physical Crit.dmg- 10.00% ---------- misc Stam/turn +3.00 A suit of armour made of leather. |
warded dwarven-steel shield (0 def, 6 armour, 88 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Wards +4 lightning +4 temporal +3 darkness +5 fire +3 nature +5 blight +5 cold +5 arcane +4 light Talents +1 Ward +1 Block Handheld deflection devices. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
plaguebringer's quiver of elven-wood arrows (24/24, 46-64 power, 14 apr)3.0 T4 arrow ammo [Ego+] Arcane Power 46.0 - 64.4 Physical Uses 104% Wil, 90% Cun Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 24 Ranged+ +14 blight On Hit: 20% Epidemic 4 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 37 Arrows are used with bows to pierce your foes to death. |
tundral quiver of yew arrows (19/19, 32-44 power, 10 apr)3.0 T3 arrow ammo [Ego] Nature Power 31.5 - 44.1 Physical Uses 104% Wil, 90% Cun Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 19 Ranged+ +17 cold On Crit.r2 +12 cold Arrows are used with bows to pierce your foes to death. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
960 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. |
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. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
9 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Pick of Dwarven Emperors (dig speed 12 turns)3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+1 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+2 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 6.6 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 190.03 physical damage in a radius of 5 each turn for 9 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) 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 (+1 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Layytira1.0 T5 lite [Rare] Arcane While equipped: dps ---------- Mind.crit +7% Crit.mult +15.00% Melee Ret 30 fire ----- def ----- Resists +15% mind +10% fire Mind.save +18 (+3 eff.) ---------- misc Equi/ret +0.12 Max.hate +4.00 Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Salonor1.0 T5 lite [Rare] Nature While equipped: Stats +6 Wil dps ---------- Phys.crit +5.0% Crit.mult +17.00% Phys.pwr +9 (+1 eff.) Dmg.mod +15% mind Melee Ret 2 mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +9% acid +9% fire +6% mind +6% light ---------- misc Light +5 Infravis +2 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire ---------- 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. |
survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+0 eff.) Max.HP +40.00 Heal.mod +12% ---------- 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
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. |
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. |
fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Star Shot (20/20, 32-38 power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Fire Uses 40% Wil, 140% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
Ragelaldil the elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +3 Dex ----- def ----- Defense +10 (+1 eff.) Resists +3% nature +3% cold Mind.save +3 (+1 eff.) Silence- +20% Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to reduce fatigue by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 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. |
diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 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. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Slayminder II the Zilquish Customer level 38
13rd Haze 122nd year of Ascendancy at 20:26 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Slayminder II the Zilquish Customer level 38
1st Time of Equilibrium 122nd year of Ascendancy at 08:53 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Slayminder II the Zilquish Customer level 41
43rd Haze 122nd year of Ascendancy at 11:39 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Slayminder II the Zilquish Customer level 33
71st Dusk 122nd year of Ascendancy at 17:24 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Slayminder II the Zilquish Customer level 40
41st Haze 122nd year of Ascendancy at 09:26 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Slayminder II the Zilquish Customer level 31
63rd Dusk 122nd year of Ascendancy at 21:10 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Slayminder II the Zilquish Customer level 23
34th Dusk 122nd year of Ascendancy at 20:02 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Slayminder II the Zilquish Customer level 22
24th Dusk 122nd year of Ascendancy at 18:02 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Slayminder II the Zilquish Customer level 30
46th Dusk 122nd year of Ascendancy at 16:34 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Slayminder II the Zilquish Customer level 22
24th Dusk 122nd year of Ascendancy at 21:37 see stats
Is that how it feels to be an escort quest?! (Insane (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Slayminder II the Zilquish Customer level 31
50th Dusk 122nd year of Ascendancy at 16:12 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Slayminder II the Zilquish Customer level 10
1st Summertide 122nd year of Ascendancy at 16:30 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Slayminder II the Zilquish Customer level 20
23rd Dusk 122nd year of Ascendancy at 08:18 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Slayminder II the Zilquish Customer level 30
46th Dusk 122nd year of Ascendancy at 04:54 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Slayminder II the Zilquish Customer level 40
40th Haze 122nd year of Ascendancy at 20:11 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Slayminder II the Zilquish Customer level 28
39th Dusk 122nd year of Ascendancy at 03:04 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Slayminder II the Zilquish Customer level 16
10th Dusk 122nd year of Ascendancy at 15:56 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Slayminder II the Zilquish Customer level 29
39th Dusk 122nd year of Ascendancy at 21:45 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Slayminder II the Zilquish Customer level 39
40th Haze 122nd year of Ascendancy at 11:50 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Slayminder II the Zilquish Customer level 25
35th Dusk 122nd year of Ascendancy at 14:07 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Slayminder II the Zilquish Customer level 12
9th Flare 122nd year of Ascendancy at 07:58 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Slayminder II the Zilquish Customer level 40
41st Haze 122nd year of Ascendancy at 10:51 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Slayminder II the Zilquish Customer level 6
4th Mirth 122nd year of Ascendancy at 11:44 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Slayminder II the Zilquish Customer level 27
38th Dusk 122nd year of Ascendancy at 20:11 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Slayminder II the Zilquish Customer level 11
5th Flare 122nd year of Ascendancy at 07:41 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Slayminder II the Zilquish Customer level 23
34th Dusk 122nd year of Ascendancy at 23:16 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Slayminder II the Zilquish Customer level 22
24th Dusk 122nd year of Ascendancy at 19:24 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Slayminder II the Zilquish Customer level 14
4th Dusk 122nd year of Ascendancy at 08:33 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Slayminder II the Zilquish Customer level 37
1st Time of Equilibrium 122nd year of Ascendancy at 00:02 see stats
Log
Slayminder II drops on the floor: Ureslak's Femur (52-73 power, 5 apr).
Your Ureslak's Femur (52-73 power, 5 apr) is magically sorted by the storage room.
Slayminder II uses Rejuvenation.
Slayminder II is recovering from the damage!
Slayminder II gains extra life.
Slayminder II uses Infusion: Regeneration.
Slayminder II starts regenerating health quickly.
Slayminder II uses Unstoppable.
Slayminder II uses Greater Weapon Focus.
Resting starts...
Slayminder II no longer revels in blood quite so much.
Slayminder II loses extra life.
Talent Infusion: Regeneration is ready to use.
Slayminder II stops regenerating health quickly.
Talent Greater Weapon Focus is ready to use.
Talent Blinding Speed is ready to use.
Talent Rejuvenation is ready to use.
Slayminder II has finished recovering.
Talent Unstoppable is ready to use.
Rested for 86 turns (stop reason: all resources and life at maximum).
Slayminder II uses Unstoppable.
Resting starts...
Talent Unstoppable is ready to use.
Rested for 83 turns (stop reason: all resources and life at maximum).
































































































































































