











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 | Male |
| Race | Cornac |
| Class | Temporal Warden |
| Level / Exp | 39 / 60% |
| Size | medium |
| Lifes / Deaths | Killed by Emeliwe the awoken tentacle tree at level 26 on the 2nd Wintertide 123rd year of Ascendancy at 04:09 4 / 3Killed by orc high cryomancer at level 38 on the 8th Decay 123rd year of Ascendancy at 00:00 Killed by Cyryda the orc grand summoner at level 39 on the 55th Regrowth 124th year of Ascendancy at 21:35 |
Primary Stats
| Strength | 38 (base 16) |
| Dexterity | 45 (base 28) |
| Constitution | 41 (base 27) |
| Magic | 84 (base 60) |
| Willpower | 75 (base 44) |
| Cunning | 36 (base 10) |
Resources
| Life | 1277/1277 |
| Mana | 653/653 |
| Paradox | 300 |
| Positive | 164/164 |
| Healing Factor | 1.7481403954778 |
| Regeneration | 35.574657047974 |
Speed
| Mental | -1.3267165144271E-11% |
| Attack | -1.3311574065256E-11% |
| Movement | +4.3076653355456E-12% |
| Spell | -1.3311574065256E-11% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 6 |
| See Stealth | 43.160725078835 |
| See Invisible | 43.160725078835 |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 66 |
| Crit Chance | 16% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 9% |
| Speed | 1.0000000000001 |
Offense: Mind
| Mindpower | 54 |
| Crit Chance | 9% |
| Speed | 1.0000000000001 |
Offense: Damage Bonus
| Temporal | +6% |
| Arcane | +5% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Lightning | +20% |
| Nature | +20% |
| Temporal | +33% |
| Cold | +25% |
| Fire | +35% |
| Mind | +30% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 38 (57.155997060385%) |
| Defense | 60 |
| Ranged Defense | 60 |
| Fatigue | 0 |
| Physical Save | 45 |
| Spell Save | 45 |
| Mental Save | 49 |
Defense: Resistances
| Acid | + 46%( 70%) |
| Blight | + 30%( 70%) |
| Arcane | + 29%( 70%) |
| Cold | + 46%( 70%) |
| All | + 25%( 70%) |
| Darkness | + 51%( 70%) |
| Physical | + 27%( 70%) |
| Temporal | + 40%( 70%) |
| Lightning | + 61%( 70%) |
| Mind | + 33%( 70%) |
| Fire | + 47%( 70%) |
| Nature | + 30%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
| Bleed Resistance | 50% |
| Confusion Resistance | 0% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 108 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 732% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by multi-hued crystal. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Dreadfell. Escort: lost tinker (level 1 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Adimina the skeleton assassin. Escort: worried loremaster (level 8 of Dreadfell) | failed |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 |
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. | 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. * 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: 130. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You have met what seems to be a future version of yourself. The Way We Weren'tYou killed your future self. In the future, you might wish to avoid time-traveling back to this moment... | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | blood-soaked pair of drakeskin leather boots of void walking (0 def, 5 armour)2.0 T5 feet armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Res.pen +15% darkness +13% temporal Apr +7 ----- def ----- Armour +5 Resists +20% darkness +20% temporal Def/telep +22 Res/telep +15% Dur/telep +21% A pair of boots made of leather. |
| Quiver | Deepsbile the quiver of ash arrows (46/48, 23-32 power, 7 apr)3.0 T2 arrow ammo [Random Unique] Nature/Master Power 23.0 - 32.2 Physical Uses 50% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 48 Proj.spd +200% Ranged+ +4 darkness On Hit.r1 +20 darkness On Hit: * 20% chance to reduce damage dealt by 26% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 127 physical damage * 20% chance to create vines that bind the target to the ground dealing 214 nature damage and pinning them for 3 turns While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
| Light source | Airdash the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +3% mind Res.pen +20% lightning ----- def ----- Resists +3% lightning Max.HP +40.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Earudan the voratun helm (10 def, 19 armour)3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Acc +20 (+5 eff.) ----- def ----- Armour +19 Defense +10 (+3 eff.) Fatigue +5% Resists +3% physical Phys.save +23 (+8 eff.) ---------- misc Max.stam +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Xanymira the elven-wood wand of lightning storm [power 326] (30/15 cooldown)2.0 T4 wand charm [Random Unique] Arcane While equipped: Stats +2 Cun dps ---------- Crit.mult +10.00% Mind.pwr +10 (+3 eff.) Res.pen +20% mind +10% temporal Create a radius 3 storm for 5 turns. Each turn, creatures within take 65 lightning damage and will be dazed for 1 turn (326 total damage) Puts all charms on 15 cooldown 100% to heal for 67. 100% to increase all damage penetration by 14% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | mule's stralite ring of life0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Fatigue -4% Max.HP +73.00 HP.reg +16.00 Heal.mod +14% ---------- misc Max.enc +26 Rings make your fingers look great! |
| On fingers | Xeruvea the Tempestbright0.1 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +7 Cun +12 Wil dps ---------- Mind.pwr +12 (+4 eff.) Melee Ret 2 lightning ----- def ----- Resists +28% acid +29% fire +45% lightning +28% cold Blind- +50% ---------- misc Vim/s.crit +2.00 Infravis +6 See.Stealth +25 See.Invis +25 Rings make your fingers look great! |
| Around waist | Bogdeath the drakeskin leather belt1.0 T5 belt armor [Rare] Psionic While equipped: Stats +5 Dex +6 Wil dps ---------- Res.pen +20% nature +10% fire Acc +30 (+8 eff.) ----- def ----- Resists +6% nature Mind.save +13 (+5 eff.) Max.HP +95.00 ---------- misc Stam/turn +2.00 A belt that goes around your waist. |
| In main hand | Branidunadas the yew longbow4.0 T3 longbow 2H weapon [Rare] Nature Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +8 Str +8 Dex +9 Mag +8 Wil +17 Cun +6 Con dps ---------- Mind.pwr +10 (+3 eff.) Res.pen +10% mind On Hit (Ranged): * 10% chance to slow global speed by 60% Longbows are used to shoot arrows at your foes. |
| On hands | heroic dwarven-steel gauntlets of spellstriking (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +4 (+1 eff.) Melee+ 6 arcane Dmg.mod +5% arcane ----- def ----- Armour +6 Fatigue +3% Resists +5% arcane Mind.save +10 (+4 eff.) Max.HP +48.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | dreamer's elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +6% blight +15% darkness +10% mind +15% all Phys.save +15 (+5 eff.) Spell.save +12 (+4 eff.) Mind.save +28 (+10 eff.) Max.HP +62.00 HP.reg +4.10 Heal.mod +21% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Abyssguile the cashmere cloak (9 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% temporal Res.pen +25% cold +10% temporal +25% fire Melee Ret 10 temporal ----- def ----- Defense +9 (+3 eff.) Phys.save +11 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Belybeth'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +11 Str +4 Dex dps ---------- Phys.crit +4.0% ----- def ----- Armour +4 Heal.mod +17% Cut- +50% ---------- misc Max.stam +30.00 Heal: Puts all charms on 35 cooldown Level 3.0 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 340 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
Prismatic Rune (6 turns; acid, physical, arcane, blight)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 4 physical, 4 arcane, 4 blight Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 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 (450.00 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 477.00 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. |
shielding rune of the psychic (absorb 299; 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 299 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Taint of Purging (5 turns)0.1 T3 taint scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 275 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 318 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (149). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Lightstrike0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +24% blight +15% physical Res.pen +15% temporal ----- def ----- Resists +18% light +15% physical Rings make your fingers look great! |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 17.55 cold and 17.55 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
painweaver's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master While equipped: dps ---------- Phys.pwr +11 (+3 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +5% all Acc +9 (+2 eff.) Apr +7 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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! |
solipsist's stralite ring of warding0.1 T4 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +9 (+3 eff.) ----- def ----- Resists +17% acid +17% fire +18% lightning +12% cold Rings make your fingers look great! |
Khulmanar's Wrath (70-105 power, 8 apr)3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Infernal Breath: Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 94.56 fire damage, and flames will be left dealing a further 21.83 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
The Gaping Maw (72-108 power, 4 apr)3.0 T5 battleaxe 2H weapon [Unique] Nature/Disrupt Power 72.0 - 108.0 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: ---------- misc Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
Arthuhir (18-24 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Nature Power 18.5 - 24.1 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +51 fire While equipped: Stats +6 Cun dps ---------- Mind.pwr +5 (+2 eff.) All.spd +4% Res.pen +7% fire Melee Ret 4 mind ---------- misc Equi/ret +0.16 Max.psi +10.00 Sharp, short and deadly. |
Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+3 eff.) Spell.save +10 (+4 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Icy Kill (35-46 power, 10 apr)1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Spelldrinker (27-35 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 55% Mag, 55% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
enhanced stralite dagger of amnesia (26-34 power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Nature/Psionic Power 26.5 - 34.5 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +3 Str +6 Dex +3 Mag +9 Wil +4 Cun +9 Con Sharp, short and deadly. |
stormbringer's stralite dagger of evisceration (27-35 power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Nature/Master Power 27.0 - 35.1 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +17 lightning +5 cold On Crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +8 (+2 eff.) Mov.spd +30% Res.pen +10% lightning +16% cold Sharp, short and deadly. |
Mardidunadin the Sleetfame (82-130 power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Master Power 81.5 - 130.4 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +16 temporal On Hit.r1 +8 cold +28 fire While equipped: Stats +3 Con dps ---------- Phys.pwr +16 (+5 eff.) Dmg.mod +6% temporal Res.pen +16% physical ----- def ----- Resists +6% temporal Disarm- +25% Massive two-handed swords. |
quick voratun greatsword of shearing (61-98 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego++] Master Power 61.0 - 97.6 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Dex dps ---------- Phys.spd +10% Res.pen +21% all Acc +31 (+8 eff.) Apr +14 Massive two-handed swords. |
Corpsebow4.0 T2 longbow 2H weapon [Unique] Arcane/Nature Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 25 ----- def ----- Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Epoch's Curve4.0 T3 longbow 2H weapon [Unique] Arcane Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 111% Range +9 While equipped: Stats +5 Dex +4 Mag dps ---------- Ranged+ 15 temporal Dmg.mod +10% temporal ----- def ----- HP.reg +2.00 ---------- misc Masteries +0.10 Chronomancy/Bow Threading Epoch's Curve has served the Wardens for generations and was passed from Warden to Warden for many years before being lost. According to legend it was made from the first ash sapling to sprout after the Spellblaze and carries powers of both time and renewal. |
dragonbone longbow 'Isagara'4.0 T5 longbow 2H weapon Reqs Dex 48 [Rare] Arcane Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +21 cold On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Dmg.mod +18% temporal +30% cold Res.pen +20% acid ----- def ----- Resists +6% acid +15% temporal +5% arcane Longbows are used to shoot arrows at your foes. |
stormbringer's elven-wood longbow of dampening4.0 T4 longbow 2H weapon [Ego+] Nature/Disrupt Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 On Crit.r2 +26 lightning +26 cold While equipped: dps ---------- Mov.spd +42% Res.pen +24% lightning +8% cold ----- def ----- Resists +17% acid +17% lightning +17% fire +20% cold +8% all Spell.save +14 (+5 eff.) Longbows are used to shoot arrows at your foes. |
Sewerseam (44-62 power, 6 apr)3.0 T5 longsword 1H weapon [Rare] Arcane Power 44.0 - 61.6 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 lightning +20 mind On Hit.r1 +8 nature On Crit: * Splash the target with acid dealing 140 damage over 5 turns and reducing armor and accuracy by 18 While equipped: dps ---------- Res.pen +20% nature Melee Ret 10 nature On Hit (Melee): * 20% chance to slow global speed by 60% * 20% chance to reduce all saves and defense by 32 Sharp, long, and deadly. |
Sword of Potential Futures (28-39 power, 10 apr)3.0 T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Earidralin (36-51 power, 5 apr)3.0 T4 mace 1H weapon [Random Unique] Nature/Master Power 36.5 - 51.1 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +10 Str +11 Dex +7 Mag +6 Wil +4 Cun +3 Con dps ---------- Phys.pwr +15 (+5 eff.) Phys.spd +10% Dmg.mod +3% arcane Acc +16 (+4 eff.) ----- def ----- Defense +11 (+3 eff.) Disarm- +28% Blunt and deadly. |
pulsing mindstar 'Serpentrigor' (12-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic Power 12.5 - 13.8 Nature Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit.r1 +8 mind While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Melee+ 10 acid Dmg.mod +10% acid Res.pen +15% acid On Hit (Melee): * 20% chance to reduce all saves and defense by 32 ----- def ----- Resists +22% acid +9% nature Phys.save +7 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +9 (+3 eff.) HP.reg +3.00 ---------- misc Equi/ret +1.80 Hate/kill +3.00 Psi/kill +3.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 111.45 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown 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. |
chilling voratun waraxe of crippling (40-55 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Arcane/Master Power 39.5 - 55.3 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% One-handed war axes. |
quick voratun waraxe of evisceration (39-55 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Master Power 39.0 - 54.6 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Dex dps ---------- Phys.crit +9.0% Phys.pwr +7 (+2 eff.) Phys.spd +10% Acc +13 (+3 eff.) One-handed war axes. |
Glorarin the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +5% mind ----- def ----- Phys.save +6 (+2 eff.) Mind.save +3 (+1 eff.) HP.reg +4.00 Disarm- +10% Stun/Frz- +20% A belt that goes around your waist. |
Neira's Memory1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 310, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Nimbusbutcher1.0 T3 belt armor [Rare] Nature While equipped: Stats +9 Str +1 Dex +7 Con dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +12% lightning ----- def ----- Crit.chn- 10.00% Phys.save +11 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Suntrail the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% cold Res.pen +5% mind +20% fire ----- def ----- Resists +3% fire HP.reg +0.80 Heal.mod +10% A belt that goes around your waist. |
Turozilazor the Mucusbile1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Dex +1 Con dps ---------- Dmg.mod +3% nature Res.pen +5% nature ----- def ----- Resists +6% light Max.HP +32.00 ---------- misc Infravis +2 See.Invis +3 A belt that goes around your waist. |
grounding rough leather belt of resilience1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +5% temporal Max.HP +35.00 A belt that goes around your waist. |
Gloratira the Douredge (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% mind Melee Ret 2 darkness ----- def ----- Defense +2 (+1 eff.) Crit.chn- 10.00% Mind.save +18 (+6 eff.) Max.HP +31.00 ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wind's Whisper (4 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+1 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 15 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
cashmere cloak 'Belewe' (17 def, 6 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: dps ---------- Spell.crit +4% Crit.mult +36.00% Spell.pwr +5 (+2 eff.) Dmg.mod +8% arcane Res.pen +7% arcane Acc +9 (+2 eff.) Apr +7 ----- def ----- Armour +6 Defense +17 (+5 eff.) Resists +20% darkness +16% temporal Crit.chn- 5.00% Stealth +9 Def/telep +10 Res/telep +12% Dur/telep +12% ---------- misc Max.mana +29.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Demonsaw of the Blightspawn (3 def, 3 armour)2.0 T2 cloth armor [Random Unique] Arcane/Master/Psionic While equipped: Stats -6 Dex +2 Cun +6 Con dps ---------- Crit.mult +12.00% Dmg.mod +11% blight +6% arcane Res.pen +15% arcane ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +11% blight +9% all Phys.save +18 (+6 eff.) ---------- misc Mana/s.crit +2.00 Hate/m.crit +3.00 Psi/m.crit +1.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +11% blight +12% darkness +13% mind +13% all Phys.save +12 (+4 eff.) Spell.save +13 (+5 eff.) Mind.save +24 (+8 eff.) Max.HP +86.00 HP.reg +2.80 Heal.mod +11% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Obsidianpython the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil ----- def ----- Armour +1 Resists +6% light +6% acid Phys.save +5 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Confus- +10% Pinning- +20% A pair of boots made of leather. |
Shadehunter of the Blightspawn (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +2 Mag +3 Wil dps ---------- Dmg.mod +15% lightning +3% nature On Melee Ret: * 20% chance to reduce strength, dexterity, and constitution by 25 * 25% chance to reduce damage dealt by 26% ----- def ----- Armour +4 Fatigue +3% Resists +9% lightning +6% fire +8% cold Silence- +28% Confus- +28% Stun/Frz- +25% Blink to a nearby random location (rad 11) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Umbrawolf the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- Res.pen +5% darkness ----- def ----- Armour +1 Resists +6% acid +3% fire Stealth +6 Disarm- +20% Teleport- +20% A pair of boots made of leather. |
pair of hardened leather boots 'Ichorraider' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% arcane Res.pen +10% arcane +25% nature On Hit (Melee): * 20% chance to slow global speed by 60% ----- def ----- Armour +3 Resists +9% nature +8% fire +12% darkness +10% cold A pair of boots made of leather. |
Arthedotar the Boltraze (0 def, 8 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Mag +4 Wil +9 Cun +7 Con dps ---------- Dmg.mod +6% lightning Res.pen +10% mind ----- def ----- Armour +8 Fatigue +4% ---------- misc Light +2 Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 43.63 to 130.90 lightning damage (87.27 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Crown of Burning Pain (8 def, 0 armour)4.0 T3 head armor [Unique] Arcane While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +20% fire ----- def ----- Defense +8 (+2 eff.) Fatigue +4% Resists +20% fire Meteor Rain: Level 2.0 Pwr.cost 38 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 55.83 fire and 55.83 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
cashmere wizard hat 'Gleamdream' (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +4 (+1 eff.) Res.pen +15% light ----- def ----- Defense +2 (+1 eff.) Resists +12% acid +6% nature +5% arcane +12% lightning ---------- misc Psi/turn +0.22 A pointy cloth hat, very wizardly... |
defender's dwarven-steel helm of ire (6 def, 10 armour)3.0 T3 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +1 Str +2 Con ----- def ----- Armour +10 Defense +6 (+2 eff.) Fatigue +4% Resists +3% all Phys.save +13 (+4 eff.) Mind.save +6 (+2 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
cured leather armour of the void (6 def, 4 armour)9.0 T2 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 5 darkness Ranged+ 6 darkness ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +16% darkness +13% temporal Def/telep +14 Res/telep +15% Dur/telep +12% Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown A suit of armour made of leather. |
troll-hide drakeskin leather armour of Eyal (20 def, 8 armour)9.0 T5 light armor [Ego++] Nature While equipped: ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Max.HP +111.00 HP.reg +9.50 Heal.mod +35% A suit of armour made of leather. |
Aeriwe (19/19, 45-63 power, 10 apr)3.0 T3 arrow ammo [Rare] Master Power 45.0 - 63.0 Physical Uses 50% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Acc +24 Apr +10 Crit +2.0% Capacity 19 Proj.spd +200% Phasing +30% Ranged+ +12 physical While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
barbed quiver of elven-wood arrows (19/19, 54-76 power, 14 apr)3.0 T4 arrow ammo [Ego+] Master Power 54.0 - 75.6 Physical Uses 70% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +16.5% Capacity 19 On Crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of ash arrows of corruption (16/16, 22-31 power, 7 apr)3.0 T2 arrow ammo [Ego++] Arcane/Psionic Power 22.5 - 31.5 Physical Uses 70% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 16 Ranged+ +15 physical On Hit: 20% Curse of Vulnerability 2 On Hit: * 20% chance to knock the target back 3 spaces and deal 214 physical damage Arrows are used with bows to pierce your foes to death. |
419 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. |
4 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. |
3 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. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 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. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(130 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Windbolt1.0 T3 lite [Rare] Disrupt While equipped: dps ---------- Dmg.mod +15% light Res.pen +15% lightning +25% nature ----- def ----- Resists +20% nature +3% all Spell.save +10 (+4 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Quenchrip'1.0 T3 lite [Random Unique] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Spell.crit +4% Mind.crit +6% Spell.pwr +4 (+1 eff.) Mind.pwr +7 (+2 eff.) Dmg.mod +9% mind +3% cold Res.pen +10% acid +10% cold ----- def ----- Resists +7% blight +10% darkness +15% acid Mind.save +7 (+3 eff.) ---------- misc Light +4 Infravis +4 See.Invis +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal 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 24 blight damage or heals 37 life. Creatures standing in the retch also have 17% 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 normal brass lantern, enhanced by alchemy to make it brighter. |
bright alchemist's lamp of the zealot1.0 T3 lite [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +7 (+3 eff.) ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Shard of Crystalized Time2.0 T1 misc tool [Unique] Arcane While equipped: Stats +4 Wil +2 Con dps ---------- Dmg.mod +7% temporal ----- def ----- Defense +5 (+2 eff.) Anom.red +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 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. |
10 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 Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 134% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
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. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
supercharged stralite torque of mindblast [power 435] (30/18 cooldown)2.0 T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 448 mind damage and silencing them for 4 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
focusing elven-wood totem of stinging [power 410] (30/15 cooldown)2.0 T4 totem charm [Ego+] Nature Sting an enemy dealing 410 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
3 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. |
Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+5 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 89 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
11 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 (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By jeps the Cornac Temporal Warden level 36
78th Dusk 123rd year of Ascendancy at 12:45 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By jeps the Cornac Temporal Warden level 35
76th Dusk 123rd year of Ascendancy at 22:00 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By jeps the Cornac Temporal Warden level 38
69th Haze 123rd year of Ascendancy at 14:03 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By jeps the Cornac Temporal Warden level 21
30th Dusk 122nd year of Ascendancy at 09:18 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By jeps the Cornac Temporal Warden level 37
28th Haze 123rd year of Ascendancy at 18:08 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By jeps the Cornac Temporal Warden level 36
26th Haze 123rd year of Ascendancy at 22:52 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By jeps the Cornac Temporal Warden level 23
58th Dusk 122nd year of Ascendancy at 07:43 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By jeps the Cornac Temporal Warden level 18
11st Dusk 122nd year of Ascendancy at 21:42 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By jeps the Cornac Temporal Warden level 26
3rd Decay 122nd year of Ascendancy at 11:34 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 jeps the Cornac Temporal Warden level 36
10th Haze 123rd year of Ascendancy at 18:50 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By jeps the Cornac Temporal Warden level 10
4th Mirth 122nd year of Ascendancy at 19:31 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By jeps the Cornac Temporal Warden level 20
17th Dusk 122nd year of Ascendancy at 05:31 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By jeps the Cornac Temporal Warden level 30
36th Pyre 123rd year of Ascendancy at 21:40 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By jeps the Cornac Temporal Warden level 27
2nd Allure 123rd year of Ascendancy at 19:30 see stats
Self-killer (Nightmare (Adventure) difficulty)
Killed your future self.By jeps the Cornac Temporal Warden level 22
57th Dusk 122nd year of Ascendancy at 09:11 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By jeps the Cornac Temporal Warden level 38
56th Haze 123rd year of Ascendancy at 12:59 see stats
The Restless Dead (Nightmare (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By jeps the Cornac Temporal Warden level 28
2nd Regrowth 123rd year of Ascendancy at 15:49 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By jeps the Cornac Temporal Warden level 21
20th Dusk 122nd year of Ascendancy at 18:02 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By jeps the Cornac Temporal Warden level 27
1st Regrowth 123rd year of Ascendancy at 19:16 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By jeps the Cornac Temporal Warden level 26
2nd Wintertide 123rd year of Ascendancy at 22:40 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By jeps the Cornac Temporal Warden level 17
11st Dusk 122nd year of Ascendancy at 11:17 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By jeps the Cornac Temporal Warden level 35
76th Dusk 123rd year of Ascendancy at 09:37 see stats
Wibbly Wobbly Timey Wimey Stuff (Nightmare (Adventure) difficulty)
Killed the weaver queen and the temporal defiler.By jeps the Cornac Temporal Warden level 5
78th Pyre 122nd year of Ascendancy at 13:36 see stats
Log
jeps the level 39 cornac temporal warden was chilled to death by Cyryda the orc grand summoner on level 1 of Gorbat Pride.
Command Hounds: Blink is still on cooldown for 1 turns.
You have 4 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Cyryda the orc grand summoner's Double Shots killed jeps!
Saving game...
Talent Timeport: Point Zero is ready to use.
Talent Precognition is ready to use.
Talent Warp Blade is ready to use.
Talent Command Hounds: Blink is ready to use.
Talent Blink Blade is ready to use.
Talent Blade Shear is ready to use.
Talent Thread Walk is ready to use.
Talent Spacetime Tuning is ready to use.
Talent Command Hounds: Breathe is ready to use.
Talent Arrow Echoes is ready to use.
Talent Arrow Stitching is ready to use.
Talent Singularity Arrow is ready to use.
Ran for 2 turns (stop reason: interesting character).
Saving done.
There is a Entrance to Gorbat Pride bastion here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
You don't see how to get there...
Saving game...
Saving done.
Saving game...
Saving done.

































































































































































