











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 30 / 77% |
| Size | small |
| Lifes / Deaths | Killed by Belida the snow giant chieftain at level 21 on the 6th Regrowth 123rd year of Ascendancy at 11:38 2 / 4Killed by Urkis, the High Tempest at level 25 on the 39th Regrowth 123rd year of Ascendancy at 20:57 Killed by elven corruptor at level 25 on the 43rd Regrowth 123rd year of Ascendancy at 08:06 Killed by elven cultist at level 27 on the 46th Regrowth 123rd year of Ascendancy at 02:43 |
Primary Stats
| Strength | 17 (base 15) |
| Dexterity | 56 (base 44) |
| Constitution | 32 (base 24) |
| Magic | 20 (base 10) |
| Willpower | 13 (base 13) |
| Cunning | 72 (base 60) |
Resources
| Life | 891/891 |
| Stamina | 164/164 |
| Psi | 93/93 |
| Healing Factor | 1.6424420161895 |
| Regeneration | 34.107070141472 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +45% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -996 |
| Infravision | 6 |
| See Stealth | 66.909772242851 |
| See Invisible | 66.909772242851 |
| Stealth | 63 |
Offense: Mainhand
| Damage | 18 |
| Accuracy | 49 |
| Crit Chance | 27% |
| APR | 15 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 36 |
| Accuracy | 49 |
| Crit Chance | 31% |
| APR | 18 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +15% |
| Acid | +21% |
| Cold | +13% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
| Physical | +25% |
| Nature | +7% |
| Mind | +15% |
| Arcane | +20% |
| Cold | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 22 (38.594633868923%) |
| Defense | 55 |
| Ranged Defense | 55 |
| Fatigue | 0 |
| Physical Save | 18 |
| Spell Save | 20 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 31%( 70%) |
| Blight | + 26%( 70%) |
| Cold | + 42%( 70%) |
| All | + 18%( 70%) |
| Darkness | + 28%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 21%( 70%) |
| Fire | + 29%( 70%) |
| Mind | + 23%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Poison Resistance | 26% |
| Knockback Resistance | 0% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 372 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 80 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 420% 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. |
Class Talents
| Cunning / Stealth | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 2.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 2.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Quickdraw |
| talent | Apply Poison |
| talent | Volatile Poison |
| talent | Stealth |
| talent | Skate |
| talent | Leeching Poison |
| talent | Trained Reactions |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 6.3 and stamina regeneration by 1.7. Soothing Darkness |
| beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 102 - 143 Accuracy: 64 (knife) APR: 24 Crit Chance: +41% Crit mult: 218% Uses Stats: 50% Cun, 70% Dex |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | 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 |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Strength 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 fire dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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. * The fortress shadow has asked that you come back as soon as possible. * 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: 75. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed electric eel tail. * You've found the needed xorn fragment. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed warg claw. * You've found the needed hummerhorn wing. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed orc heart. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | restorative pair of dwarven-steel boots of speed (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Arcane/Nature While equipped: offense ------ Move Speed +25% defense ------ Armor +4 Fatigue +3% Life Regen +3.00 Healmod +12% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Getudradar1.0 Encumbrance T3 lite [Rare] Arcane While equipped: offense ------ Critical power +20.00% Mindpower +20 (+7 eff.) Ignore resists +15% mind When Hit 4 acid 14 fire On-Hit (Melee): * 20% chance to reduce armor by 24% defense ------ Resistance +9% acid +7% fire other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm 'Hurahir' (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +6 Dex offense ------ Critical power +20.00% Mindpower +10 (+3 eff.) Ignore resists +15% physical defense ------ Armor +4 Fatigue +4% Resistance +6% mind +3% cold Unlife -60.00 life other ------- Hate-on-crit +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | hardened leather gloves 'Frigidstreak' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 8 acid Damage +21% acid Ignore resists +25% cold On-Hit (Melee): * 20% chance to slow global speed by 56% defense ------ Armor +2 Resistance +7% acid +12% darkness Unarmed combat: Weapon Damage 17.5 - 19.2 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +6 acid On Hit: 10% Corrosive Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | overpowered elven-wood totem of healing [power 464] (17 cooldown)2.0 Encumbrance T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 464 Puts all charms on 17 turn cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Bregileg the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: offense ------ Physical Power +25 (+11 eff.) Spellpower +8 (+4 eff.) Mindpower +7 (+2 eff.) Ignore resists +20% arcane +10% physical Accuracy +10 (+4 eff.) defense ------ Armor +8 Defense +10 (+3 eff.) other ------- Max stamina +20.00 Rings make your fingers look great! |
| On fingers | Eruyon the gold ring0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +2 Dex +4 Cun +2 Con offense ------ On-Hit 10 physical On-Ranged-Hit 10 physical Damage +13% cold Ignore Armor +2 On-Hit (Melee): * 14% chance to reduce all saves and defense by 29 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 29 defense ------ Defense +15 (+5 eff.) Resistance +26% cold Unlife -60.00 life Life +55.00 Life Regen +8.00 Healmod +14% other ------- Hate-on-crit +2.00 Max hate +9.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 4.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | quick steel mace of amnesia (16-23 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego++] Master/Psionic Weapon Damage 16.5 - 23.1 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +1 Dex offense ------ Combat Speed +10% Accuracy +8 (+3 eff.) Blunt and deadly. |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | caustic steel dagger of massacre (19-25 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Nature/Master Weapon Damage 19.0 - 24.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +10 acid +13 nature While equipped: offense ------ Ignore resists +5% acid +7% nature Ignore Armor +6 Sharp, short and deadly. |
| Cloak | Firewinter the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Defense +1 (+0 eff.) Resistance +6% fire +3% light +3% temporal Spell save +9 (+5 eff.) Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | verdant cashmere robe of life (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Nature While equipped: Stats +5 Con offense ------ Damage +15% nature defense ------ Resistance +9% blight +11% all Life +55.00 Life Regen +3.20 Healmod +21% Poison Resist +26% Disease Resist +34% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the sneak (heal 207; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 207 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 74; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 74 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the wizard (heal 80; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 80 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -246; dur 5; cd 29)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 29 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -246 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 246 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
movement infusion of the psychic (speed 529%; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 529% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 565%; cd 18)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 565% 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. |
movement infusion of the warrior (speed 617%; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 617% 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. |
movement infusion of the warrior (speed 451%; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 451% 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 148; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 148 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 sneak (heal 315; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 315 life over 5 turns. Its effects scale with your Cunning 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 263; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 263 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 duelist (res 27%; mental; dur 4; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 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 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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 duelist (res 30%; magical; dur 4; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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 duelist (res 28%; magical, mental; dur 3; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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 sneak (res 33%; physical; dur 2; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 33% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 21%; mental; dur 2; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 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 21% for 2 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. |
wild infusion of the warrior (res 18%; magical; dur 2; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 2 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. |
wild infusion of the wizard (res 22%; magical, mental; dur 4; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; acid, physical, darkness, cold)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 4 physical, 4 darkness, 4 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 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 (202.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 202.00 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. |
acid wave rune of the duelist (damage 251; dur 4; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 250.71 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. |
acid wave rune of the psychic (damage 71; dur 4; cd 22)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 22 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 70.91 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 Willpower stat. 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 duelist (range 6; phase 17; cd 18)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 18 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 17%, your defense is increased by 17 and all your resistances by 17%. 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. |
blink rune of the titan (range 5; phase 14; cd 10)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 14%, your defense is increased by 14 and all your resistances by 14%. 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 psychic (absorb 69; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 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 69 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 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 sneak (absorb 274; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 274 damage for 4 turns. 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. |
shielding rune of the titan (absorb 198; dur 4; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 198 damage for 4 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 titan (absorb 156; dur 5; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 156 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. |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+5 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Radiancereign0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +1 Wil offense ------ Mindpower +5 (+2 eff.) Ignore resists +15% mind defense ------ Fatigue -5% Life Regen +1.00 other ------- Psi when Hit +0.04 Light +2 Amulets make your neck look great! |
The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Ulfehek the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: Stats +2 Cun +13 Wil offense ------ Mind Crit +4% On-Hit 9 light 8 darkness Damage +7% light +9% darkness When Hit: * 8% chance to reduce damage dealt by 24% * 8% chance to blind other ------- EQ when Hit +0.20 Max psi +30.00 Amulets make your neck look great! |
Zubelle the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: offense ------ Critical power +13.00% Spellpower +8 (+4 eff.) Damage +8% blight +8% fire +30% mind +12% acid When Hit 10 acid On-Hit (Melee): * 20% chance to reduce all saves and defense by 29 defense ------ Resistance +9% mind Amulets make your neck look great! |
cleansing copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Disrupt While equipped: defense ------ Resistance +12% nature +10% blight Poison Resist +21% Disease Resist +22% Amulets make your neck look great! |
mindweaver's steel amulet of manastreaming =mag=0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +1 Wil offense ------ Mindpower +6 (+2 eff.) Spellpower/crit +3 defense ------ Mind save +7 (+3 eff.) Confus Resist +13% other ------- Mana/turn +0.12 Max mana +24.00 Amulets make your neck look great! |
restful stralite amulet of manastreaming =mag=0.1 Encumbrance T4 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag offense ------ Spellpower/crit +3 defense ------ Fatigue -6% Life Regen +2.00 other ------- Mana/turn +0.23 Max mana +36.00 Amulets make your neck look great! |
savior's steel amulet0.1 Encumbrance T2 amulet jewelry [Ego+] Master While equipped: defense ------ Physical save +12 (+7 eff.) Spell save +10 (+5 eff.) Mind save +11 (+5 eff.) Amulets make your neck look great! |
starlit steel amulet of cunning (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun defense ------ Resistance +12% light +13% darkness Blind Resist +24% Amulets make your neck look great! |
steel amulet0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
vitalizing steel amulet of perfection (0.17 Technique / Throwing knives,0.17 Cunning / Dirty fighting) =knives=0.1 Encumbrance T2 amulet jewelry [Ego++] Nature/Master While equipped: Stats +3 Con defense ------ Physical save +8 (+5 eff.) Life +30.00 Life Regen +2.00 other ------- Masteries +0.17 Technique/Throwing knives +0.17 Cunning/Dirty fighting Amulets make your neck look great! |
warrior's gold amulet of the eclipse0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane/Nature While equipped: offense ------ On-Hit 7 light 5 darkness Damage +7% light +5% darkness When Hit: * 6% chance to reduce damage dealt by 24% * 8% chance to blind defense ------ Resistance +7% physical other ------- Stamina/turn +0.50 Amulets make your neck look great! |
Airbright the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Physical Crit +2.0% Damage +27% lightning +10% cold +9% mind Ignore resists +20% physical defense ------ Resistance +20% cold Physical save +6 (+4 eff.) Rings make your fingers look great! |
Eilinelerakira the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: offense ------ Damage +9% temporal +3% mind +12% physical Ignore resists +20% mind defense ------ Resistance +12% physical Life Regen +3.00 Blind Resist +20% Stun Resist +24% other ------- Infravision +3 See Stealth +5 See Invisibility +7 Rings make your fingers look great! |
The Black Ring0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: defense ------ Spell save +7 (+4 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
copper ring 'Winterquell'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Con offense ------ Spell Crit +1% Ignore resists +5% cold defense ------ Resistance +5% arcane Spell save +10 (+5 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max stamina +14.00 Rings make your fingers look great! |
gold ring 'Torokaltholdir'0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +3 Dex offense ------ Ignore resists +5% physical Ignore Armor +3 defense ------ Resistance +9% acid +3% temporal Life Regen +4.00 Stun Resist +31% other ------- Max stamina +30.00 Rings make your fingers look great! |
painweaver's stralite ring of lightning (+28%)0.1 Encumbrance T4 ring jewelry [Ego+] Nature/Master While equipped: offense ------ Physical Power +10 (+5 eff.) Spellpower +11 (+5 eff.) Mindpower +8 (+3 eff.) Damage +14% lightning +5% all defense ------ Resistance +28% lightning Rings make your fingers look great! |
psionicist's steel ring of nature (+20%) =wil=0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil offense ------ Damage +10% nature defense ------ Resistance +20% nature Mind save +6 (+3 eff.) Rings make your fingers look great! |
savior's copper ring of corrosion (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +10% acid defense ------ Resistance +20% acid Physical save +7 (+4 eff.) Spell save +7 (+4 eff.) Mind save +7 (+3 eff.) Rings make your fingers look great! |
sneakthief's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex offense ------ Accuracy +6 (+2 eff.) Rings make your fingers look great! |
solipsist's gold ring of pilfering0.1 Encumbrance T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +7 (+2 eff.) Accuracy +9 (+3 eff.) Ignore Armor +12 defense ------ Defense +11 (+3 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
titan's steel ring of lightning (+22%) =res=0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +4 Con offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Physical save +8 (+5 eff.) Rings make your fingers look great! |
Blazetrencher (11-14 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Arcane Weapon Damage 11.0 - 14.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +16 mind On Hit: * 25% chance for lightning to strike from the target to a second target dealing 38 damage While equipped: offense ------ Critical power +20.00% Damage +6% lightning +6% mind +6% acid Sharp, short and deadly. |
Dagger of the Past (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Mag 24 [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 25.0 - 32.5 Physical Uses 0% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+3 eff.) Spell save +10 (+5 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Spellblaze Shard (20-26 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Star (10-13 power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Weapon Damage 10.0 - 13.0 Light Uses 20% Cun, 20% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Light damage. While equipped: other ------- Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Umbral Razor (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 68.80 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
truestriking steel dagger of evisceration (12-15 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego++] Master Weapon Damage 11.5 - 15.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Wound the target dealing 123 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +5.0% Physical Power +6 (+3 eff.) Ignore resists +7% physical Accuracy +9 (+3 eff.) Ignore Armor +7 Sharp, short and deadly. |
truestriking steel dagger of projection (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego++] Master/Psionic Weapon Damage 12.0 - 15.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Ignore resists +7% physical Accuracy +7 (+3 eff.) Ignore Armor +7 Sharp, short and deadly. |
Tirakai's Maul (44-57 power, 9 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Unique] Arcane Weapon Damage 44.0 - 57.2 Cold Uses 10% Mag, 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +36 ice While equipped: Stats +6 Dex +6 Cun +6 Mag offense ------ Damage +12% cold defense ------ Stun Resist +30% Quartz: Cold Imbue the hammer with a gem of your choice. Uses 9 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Adeleth the vined mindstar (6-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Random Unique] Nature/Psionic Weapon Damage 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-hit +4 blight While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Global Speed +4% On-Hit 6 fire 5 mind 5 darkness Damage +7% lightning +2% darkness +14% fire +3% mind +7% cold Ignore resists +25% blight +10% fire defense ------ Resistance +6% fire other ------- Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 7 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 209.31 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
thorny mindstar 'Goralathayon' (9-10 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature Weapon Damage 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On-hit +4 acid While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) Damage +4% nature defense ------ Resistance +6% acid +4% blight +12% fire +3% nature +5% arcane Disease Resist +14% Confus Resist +20% other ------- 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. |
Glorotira the Coalobeisance =mag=4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Rare] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-crit, radius 2 +12 darkness While equipped: Stats +4 Mag +7 Wil +1 Cun +7 Con defense ------ Resistance +9% darkness Life +20.00 Slings are used to hurl stones or metal shots at your foes. |
Getudegar the elven-wood magestaff (25-30 power, 5 apr, arcane element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Random Unique] Nature/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +18% Critical power +23.00% Spellpower +12 (+6 eff.) Damage +25% arcane +12% acid When Hit 4 blight defense ------ Defense +5 (+1 eff.) Resistance +3% blight other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 5 turn cooldown Effective talent level: 1.0 Power cost 5 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 49.85 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Penitence (15-18 power, 4 apr, nature element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 24 [Unique] Arcane/Nature Weapon Damage 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +15 (+7 eff.) defense ------ Resistance +30% blight +30% nature Affinity +20% nature Spell save +15 (+8 eff.) other ------- Talents +1 Command Staff Cure up to 3 diseases or poisons (based on Magic). Uses 9 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
magewarrior's short yew starstaff (20-24 power, 4 apr, physical element)5.0 Encumbrance T3 staff 1H weapon Reqs Mag 24 [Ego+] Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Spell Crit +5% Physical Power +7 (+3 eff.) Spellpower +16 (+8 eff.) Damage +20% physical Accuracy +9 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
voratun waraxe 'Gorekin' (40-57 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Random Unique] Arcane/Master/Psionic Weapon Damage 40.5 - 56.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Hit: * 20% chance to slow global speed by 56% * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Critical: * Splash the target with acid dealing 64 damage over 5 turns and reducing armor and accuracy by 8 While equipped: offense ------ Ignore resists +10% physical Accuracy +24 (+8 eff.) Ignore Armor +12 defense ------ Defense +15 (+5 eff.) Resistance +3% acid Silence Resist +20% Teleport Resist +20% One-handed war axes. |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
Jaw of Rogroth1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +5 (+2 eff.) other ------- Vim/kill +4.00 Max souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 20 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Tidebrace =crit=1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Critical power +15.00% Mindpower +15 (+5 eff.) Damage +6% cold When Hit 2 fire 4 cold defense ------ Resistance +7% acid +6% fire +7% lightning +6% cold other ------- Max psi +20.00 A belt that goes around your waist. |
spiritwalker's rough leather belt of the vagrant =mag=1.0 Encumbrance T1 belt armor [Ego++] Arcane/Nature While equipped: Stats +4 Mag +2 Con offense ------ Mindpower +3 (+1 eff.) defense ------ Mind save +6 (+3 eff.) other ------- Mana/turn +0.11 Max mana +21.00 A belt that goes around your waist. |
Alalegorn the cashmere cloak (10 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +6 Str +11 Dex offense ------ Damage +9% mind Ignore resists +25% mind defense ------ Defense +10 (+3 eff.) Resistance +3% physical Physical save +11 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Kihek the linen cloak (1 def, 0 armour) =mag=2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +1 Str +3 Mag +2 Wil +2 Con defense ------ Defense +1 (+0 eff.) Resistance +3% temporal Mind save +5 (+2 eff.) other ------- Infravision +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
ancient woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag offense ------ Damage +6% temporal +8% physical Ignore resists +5% temporal +7% physical defense ------ Resistance +9% all Anomaly Control +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
grounding pair of rough leather boots of tirelessness (0 def, 1 armour) =res=2.0 Encumbrance T1 feet armor [Ego] Nature/Master While equipped: defense ------ Armor +1 Resistance +5% lightning +6% temporal other ------- Stamina/turn +0.30 Max stamina +11.00 A pair of boots made of leather. |
Brightjustice (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Power +7 (+3 eff.) Damage +9% light defense ------ Armor +1 Resistance +3% physical Unlife -60.00 life Teleport Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Unarmed combat: Weapon Damage 10.5 - 11.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of spellstriking (0 def, 2 armour) =mag=1.0 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +6 (+3 eff.) On-Hit 8 arcane Damage +5% arcane defense ------ Armor +2 Resistance +3% arcane Unarmed combat: Weapon Damage 17.5 - 19.2 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +5 arcane On Hit: 10% Manathrust level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral hardened leather gloves (0 def, 2 armour) =dark=1.0 Encumbrance T2 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 6 darkness Damage +4% darkness defense ------ Armor +2 Resistance +10% darkness Unarmed combat: Weapon Damage 19.0 - 20.9 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 20% Moonlight Ray level 3 On Hit: * 8% chance to reduce damage dealt by 24% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Byharakan the Flashwing (2 def, 0 armour) =res=2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +19% lightning Ignore resists +20% mind +25% lightning On-Hit (Melee): * 10% chance to reduce all saves and defense by 29 defense ------ Defense +2 (+0 eff.) Resistance +19% lightning +9% fire A pointy cloth hat, very wizardly... |
augmenting cashmere wizard hat of the Brotherhood (2 def, 0 armour) =mag=2.0 Encumbrance T3 head armor [Ego++] Arcane While equipped: Stats +3 Mag +7 Con offense ------ Damage +4% acid +3% lightning +4% fire +13% arcane +6% cold defense ------ Defense +2 (+0 eff.) Arcane Eye: (Instant) Puts all charms on 9 turn cooldown Effective talent level: 5.0 Power cost 9 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Zeraregostir the steel mail armour (2 def, 6 armour) =mag=14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Rare] Arcane While equipped: Stats +5 Str +5 Mag +5 Wil offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Critical power +10.00% Physical Power +16 (+8 eff.) Spellpower +12 (+6 eff.) Mindpower +10 (+3 eff.) Damage +15% temporal When Hit 6 blight defense ------ Armor +6 Defense +2 (+0 eff.) Fatigue +12% Resistance +13% lightning Mind save +12 (+6 eff.) other ------- Psi when Hit +0.16 A suit of armour made of mail. |
Falisin the Boltobeisance (0 def, 4 armour, 19-23 power, 42 block) =mag=7.0 Encumbrance T2 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 19.0 - 22.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +42 Ignore Shields +10% While equipped: Stats +4 Mag offense ------ Ignore Shields +10% On shield block: * Cause enemies within radius 6 to bleed for 123 physical damage over 5 turns (1/turn) defense ------ Armor +4 Fatigue +8% Resistance +23% acid +5% fire +8% lightning +5% cold other ------- Mana/turn +0.04 Talents +1 Block Handheld deflection devices. |
2 onyx0.0 Encumbrance 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. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance 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. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+3 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+3 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of Reknor (dig speed 14 turns)3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +2 Str defense ------ Resistance +7% darkness +7% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+4 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Aravor the Freezesnake2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Critical power +10.00% Ignore Armor +2 defense ------ Resistance +6% temporal +3% nature +6% cold Life +43.00 other ------- 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. |
Spectral Cage0.0 Encumbrance T3 lite [Unique] Arcane While equipped: offense ------ Spellpower +10 (+5 eff.) Damage +15% cold Ignore resists +10% cold defense ------ Resistance +20% cold other ------- Light +5 Release a will o' the wisp that will explode against your foes for 181 cold damage (based on your Magic). Uses 17 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(56 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
ethereal brass lantern of corpselight =mag=1.0 Encumbrance T1 lite [Ego++] Arcane While equipped: Stats +4 Mag offense ------ Spell Crit +4% Spellpower +9 (+4 eff.) defense ------ Resistance +6% blight +6% darkness other ------- Light +5 Infravision +3 See Invisibility +5 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 19 blight damage or heals 29 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. 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. |
The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
4 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.0 Encumbrance 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 Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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 Encumbrance 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. |
dwarven-steel torque of psionic shield [power 81] (21 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 81 for 5 turns Puts all charms on 21 turn cooldown Torques are made by powerful psionics to store psionic powers. |
quick iron torque of mindblast [power 95] (9 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 95 mind damage and silencing them for 4 turns Puts all charms on 9 turn cooldown Torques are made by powerful psionics to store psionic powers. |
5 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Neelah the Halfling Rogue level 27
62nd Regrowth 123rd year of Ascendancy at 03:56 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Neelah the Halfling Rogue level 14
44th Haze 122nd year of Ascendancy at 15:50 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Neelah the Halfling Rogue level 19
1st Wintertide 123rd year of Ascendancy at 19:03 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Neelah the Halfling Rogue level 25
41st Regrowth 123rd year of Ascendancy at 10:14 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Neelah the Halfling Rogue level 27
62nd Regrowth 123rd year of Ascendancy at 01:47 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Neelah the Halfling Rogue level 10
5th Dusk 122nd year of Ascendancy at 13:16 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Neelah the Halfling Rogue level 20
2nd Wintertide 123rd year of Ascendancy at 21:31 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Neelah the Halfling Rogue level 30
14th Pyre 123rd year of Ascendancy at 06:27 see stats
Lucky Girl (Nightmare (Adventure) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By Neelah the Halfling Rogue level 29
1st Pyre 123rd year of Ascendancy at 08:06 see stats
Myths of an age past (Nightmare (Adventure) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Neelah the Halfling Rogue level 27
62nd Regrowth 123rd year of Ascendancy at 03:56 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Neelah the Halfling Rogue level 27
46th Regrowth 123rd year of Ascendancy at 17:13 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Neelah the Halfling Rogue level 28
73rd Regrowth 123rd year of Ascendancy at 11:20 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Neelah the Halfling Rogue level 27
62nd Regrowth 123rd year of Ascendancy at 03:56 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Neelah the Halfling Rogue level 7
79th Pyre 122nd year of Ascendancy at 19:02 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Neelah the Halfling Rogue level 27
62nd Regrowth 123rd year of Ascendancy at 03:56 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Neelah the Halfling Rogue level 29
7th Pyre 123rd year of Ascendancy at 14:33 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Neelah the Halfling Rogue level 14
51st Haze 122nd year of Ascendancy at 17:17 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Neelah the Halfling Rogue level 21
6th Regrowth 123rd year of Ascendancy at 06:28 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Neelah the Halfling Rogue level 29
6th Pyre 123rd year of Ascendancy at 21:31 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Neelah the Halfling Rogue level 27
66th Regrowth 123rd year of Ascendancy at 21:29 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Neelah the Halfling Rogue level 19
2nd Wintertide 123rd year of Ascendancy at 09:59 see stats
Log
You gain 0.75 gold from the transmogrification of hardened leather sling.
You gain 10.73 gold from the transmogrification of projecting pulsing mindstar of storms (14-15 power, 32 apr, mind damage).
You gain 2.20 gold from the transmogrification of nature's vined mindstar of life (4-4 power, 18 apr, nature damage).
You gain 4.32 gold from the transmogrification of mitotic pulsing mindstar of clarity (14-15 power, 32 apr, mind damage).
You gain 2.29 gold from the transmogrification of gifted pulsing mindstar of balance (13-14 power, 32 apr, nature damage).
You gain 5.88 gold from the transmogrification of dreamer's thorny mindstar (10-10 power, 24 apr, nature damage).
You gain 2.31 gold from the transmogrification of dwarven-steel mace of daylight (28-40 power, 4 apr).
You gain 0.75 gold from the transmogrification of dwarven-steel mace (27-38 power, 4 apr).
You gain 1.73 gold from the transmogrification of chilling dwarven-steel mace of massacre (34-47 power, 4 apr).
You gain 5.51 gold from the transmogrification of thought-forged dwarven-steel greatsword of dampening (40-64 power, 2 apr).
You gain 0.50 gold from the transmogrification of steel greatsword (25-40 power, 2 apr).
You gain 4.60 gold from the transmogrification of dwarven-steel greatsword of rage (36-57 power, 2 apr).
You gain 2.11 gold from the transmogrification of chilling dwarven-steel greatsword of massacre (48-77 power, 2 apr).
You gain 3.72 gold from the transmogrification of balanced dwarven-steel greatmaul (41-62 power, 2 apr).
You gain 0.75 gold from the transmogrification of dwarven-steel dagger (16-20 power, 7 apr).
You gain 3.29 gold from the transmogrification of chilling dwarven-steel dagger of daylight (19-25 power, 7 apr).
You gain 3.07 gold from the transmogrification of acidic dwarven-steel battleaxe of daylight (32-47 power, 2 apr).
You gain 3.99 gold from the transmogrification of stralite ring of warding.
You gain 6.31 gold from the transmogrification of marksman's gold ring of luminosity.
You gain 25.00 gold from the transmogrification of Vargh Redemption.
You gain 1.15 gold from the transmogrification of shielding rune (absorb 50; dur 5; cd 15).
You gain 1.19 gold from the transmogrification of shatter afflictions rune of the psychic (absorb 78; cd 21).
You gain 2.35 gold from the transmogrification of ethereal rune of the wizard (power 21; resist 23%; move 41%; dur 5; cd 16).
You gain 1.45 gold from the transmogrification of biting gale rune (damage 102; dur 4; cd 23).
You gain 1.00 gold from the transmogrification of wild infusion (res 16%; physical; dur 4; cd 12).
You gain 1.50 gold from the transmogrification of regeneration infusion of the wizard (heal 235; 15 cd).
You gain 1.52 gold from the transmogrification of movement infusion (speed 533%; cd 10).
There is a previous level here (press '' or right click to use).
Saving game...
Saving done.










































































































































