











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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 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:
Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Shadowblade |
| Level / Exp | 34 / 6% |
| Size | medium |
| Lifes / Deaths | Killed by deformed giant venus flytrap at level 17 on the 10th Dusk 122nd year of Ascendancy at 08:27 0 / 6Killed by Ce'Nonor the rogue at level 18 on the 16th Dusk 122nd year of Ascendancy at 02:02 Killed by fire drake at level 27 on the 47th Dusk 122nd year of Ascendancy at 12:28 Killed by Eilinedatira the ninurlhing at level 33 on the 6th Mirth 123rd year of Ascendancy at 11:38 Killed by Layenn the skeleton warrior at level 33 on the 6th Mirth 123rd year of Ascendancy at 14:45 Killed by Sleeping Nerura at level 34 on the 7th Mirth 123rd year of Ascendancy at 19:44 |
Primary Stats
| Strength | 15 (base 13) |
| Dexterity | 69 (base 60) |
| Constitution | 13 (base 10) |
| Magic | 34 (base 18) |
| Willpower | 20 (base 10) |
| Cunning | 77 (base 60) |
Resources
| Life | 624/624 |
| Mana | 317/317 |
| Stamina | 194/194 |
| Healing Factor | 1.0283363011315 |
| Regeneration | 5.3404170142418 |
Speed
| Mental | +8.5421915124% |
| Attack | 0% |
| Movement | +11% |
| Spell | +8.5421915124% |
| Global | +126% |
Vision
| Sight | 10 |
| Lite | -995 |
| Infravision | 11 |
| See Stealth | 40.391578486422 |
| See Invisible | 40.391578486422 |
| Stealth | 38 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 65 |
| Crit Chance | 43% |
| APR | 19 |
| Speed | 0.92 |
Offense: Offhand
| Damage | 28 |
| Accuracy | 65 |
| Crit Chance | 35% |
| APR | 11 |
| Speed | 0.74 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 21% |
| Speed | 0.92130072745561 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +20% |
| Blight | +9% |
| Arcane | +6% |
| Cold | +9% |
| All | 0% |
| Darkness | +21% |
| Temporal | +15% |
| Physical | +13% |
| Mind | +16% |
| Fire | +9% |
| Lightning | +9% |
Offense: Damage Penetration
| Blight | +30% |
| Darkness | +33% |
| Physical | +45% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 7 (51.69962066283%) |
| Defense | 81 |
| Ranged Defense | 81 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 41 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Arcane | + 20%( 70%) |
| Cold | + 15%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 14%( 70%) |
| Light | + 17%( 70%) |
| Temporal | + 15%( 70%) |
| Physical | + 24%( 70%) |
| Mind | + 24%( 70%) |
| Darkness | + 51%( 70%) |
Defense: Immunities
| Silence Resistance | 26% |
| Bleed Resistance | 10% |
| Confusion Resistance | 50% |
| Disarm Resistance | 0% |
| Stun Resistance | 23% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/5)
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (92% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 46 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 342 damage for 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (92% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Duelist | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 2/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Cunning / Lethality | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Shadow Feed |
| talent | Shadow Combat |
| talent | Essence of Speed |
| talent | Trained Reactions |
| talent | Phantasmal Shield |
| talent | Stealth |
| beneficial effect | Increases defense by 18. Mobile Defense |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 4.9 and stamina regeneration by 1.2. Soothing Darkness |
| beneficial effect | Parrying melee and ranged attacks: Has a 67% chance to deflect up to 13 damage from the next 2.8 attack(s). Parried attacks cannot crit. Parrying |
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the injured seer from death by lesser vampire. Escort: injured seer (level 5 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Yvurin the cutpurse. Escort: lone alchemist (level 1 of Ruins of Kor'Pul) | failed |
You failed to protect the lost defiler from death by snow giant boulder thrower. Escort: lost defiler (level 1 of Daikara) | failed |
You failed to protect the lost defiler from death by Ce'Nomira the midge swarm. Escort: lost defiler (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed bloated horror heart. * You've found the needed vampire lord fang. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed sandworm tooth. * '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.' | 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 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 decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe Grand Corruptor died during the attack before he had time to teach you his ways. | failed |
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 |
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 | undeterred pair of hardened leather boots of evasion (7 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +3 Defense +7 (+1 eff.) Silence- +26% Confus- +28% Stun/Frz- +23% Evasion: (Instant) Puts all charms on 30 cooldown Level 2.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 25 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | void-walker's alchemist's lamp of illusion1.0 T3 lite [Ego++] Arcane/Psionic While equipped: ----- def ----- Defense +11 (+2 eff.) Resists +7% cold +7% temporal Phys.save +13 (+6 eff.) Spell.save +13 (+4 eff.) Mind.save +12 (+4 eff.) Def/telep +13 Res/telep +13% Dur/telep +16% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | cashmere wizard hat 'Koryrach' (2 def, 2 armour)2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +7% acid +9% lightning +9% fire +6% arcane +6% cold Res.pen +20% physical ----- def ----- Armour +2 Defense +2 (+0 eff.) Resists +2% physical Die.at -40.00 life ---------- misc Equi/ret +2.90 Psi/ret +2.60 Hate/ret +2.60 A pointy cloth hat, very wizardly... |
| On hands | hardened leather gloves 'Glacierwither' (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane While equipped: Stats +2 Cun +2 Mag dps ---------- Crit.mult +10.00% Melee+ 18 darkness Dmg.mod +10% darkness +3% cold Res.pen +5% blight ----- def ----- Armour +2 Resists +19% darkness +6% light Spell.save +6 (+2 eff.) ---------- misc Infravis +2 Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +18 light +13 darkness On Hit: 40% Moonlight Ray 3 On Hit: * 13% chance to reduce damage dealt by 20% Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 61.07 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Beluroddaromirin [power 100] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Wil ---------- misc Mana/turn +0.08 Max.mana +60.00 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 113 physical damage Puts all charms on 15 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Tegokath0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Str +4 Dex dps ---------- Crit.mult +5.00% Dmg.mod +15% temporal Acc +20 (+5 eff.) ----- def ----- Resists +2% physical Phys.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Confus- +22% Rings make your fingers look great! |
| On fingers | solipsist's copper ring of speed0.1 T1 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+3 eff.) Mov.spd +11% Acc +6 (+1 eff.) ----- def ----- Defense +6 (+1 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+3 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | Spelldrinker (27-35 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Cun, 20% Mag, 55% Dex Mastery Dagger Mastery 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. |
| Around waist | balancing hardened leather belt of the vagrant1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +5 Dex +4 Cun +3 Con dps ---------- Phys.crit +6.0% Mind.crit +6% Mind.pwr +7 (+3 eff.) ----- def ----- Mind.save +8 (+2 eff.) A belt that goes around your waist. |
| In off hand | Star (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Cun, 20% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
| Cloak | cashmere cloak 'Emelorin' (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Dmg.mod +11% darkness +9% blight Res.pen +8% darkness ----- def ----- Defense +2 (+0 eff.) Resists +12% darkness Spell.save +14 (+4 eff.) Mind.save +7 (+2 eff.) Stealth +10 ---------- misc Mana/turn +0.08 Max.mana +129.00 Max.vim +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Tuleharadir (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Dmg.mod +13% acid +13% physical +16% mind ----- def ----- Resists +19% acid +13% physical +3% light +6% lightning +16% mind +9% all Cut- +10% Def/telep +5 Res/telep +5% Dur/telep +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion (heal 79; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 79 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -375; dur 8; cd 30)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -375 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 375 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 wizard (die at -251; dur 6; cd 33)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 33 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -251 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 251 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 400%; cd 8)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 400% 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. 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 sneak (speed 861%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 861% 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 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 (res 19%; physical; dur 4; cd 16)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 31%; mental; dur 2; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 31% for 2 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%; physical; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 2 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. |
acid wave rune of the wizard (damage 180; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 179.76 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the wizard (damage 161; 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 direct a cone of chilling stormwind doing 161.10 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 5; phase 14; cd 14)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (92% 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%. 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 duelist (absorb 89; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 89 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 Dexterity 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 sneak (absorb 122; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 122 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 46; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 46 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 49; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 49 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 152; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 152 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 36; blocks 3; dur 4; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 36 up to 3 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the titan (range 33; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (92% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to teleport randomly in a range of 33 with a minimum range of 15. 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. |
Dagyntir the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Cun +4 Mag ----- def ----- Armour +4 Defense +20 (+4 eff.) Resists +14% fire +11% cold Die.at -20.00 life ---------- misc Light +2 Amulets make your neck look great! |
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 (137). 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. |
copper amulet 'Harikalthogar'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Mag +1 Wil +3 Cun +3 Con dps ---------- On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) Amulets make your neck look great! |
copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
serendipitous steel amulet of vision0.1 T2 amulet jewelry [Ego++] Nature While equipped: Stats +7 Lck dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +7 (+1 eff.) Unseen.red 13% Blind- +11% ---------- misc Infravis +4 Sight +2 See.Invis +7 Amulets make your neck look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.6 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 167% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ragerath0.1 T2 ring jewelry [Random Unique] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +12% lightning Res.pen +10% acid On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Resists +24% lightning Spell.save +6 (+2 eff.) Rings make your fingers look great! |
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 10.79 cold and 11.18 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. |
copper ring 'Flameslicer'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +9% fire ----- def ----- Defense +4 (+0 eff.) Resists +9% lightning +3% temporal +9% darkness Spell.save +3 (+1 eff.) Rings make your fingers look great! |
copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Rings make your fingers look great! |
gladiator's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +8 (+4 eff.) Rings make your fingers look great! |
steel ring 'Rhykor'0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Mag +5 Wil +5 Cun dps ---------- Spell.pwr +20 (+8 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +6% arcane Melee Ret 10 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 25 Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings make your fingers look great! |
wizard's gold ring of life0.1 T3 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Max.HP +48.00 HP.reg +11.00 Heal.mod +13% Rings make your fingers look great! |
enhanced dwarven-steel battleaxe of massacre (42-63 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Nature/Master Power 42.0 - 63.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +9 Str +7 Dex +9 Mag +7 Wil +9 Cun +9 Con Massive two-handed battleaxes. |
Elumina the steel dagger (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Nature/Master/Psionic Power 11.5 - 15.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 nature +7 mind On Hit: * 10% chance to reduce all saves and defense by 25 While equipped: Stats +1 Cun +3 Wil dps ---------- Acc +7 (+2 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +6 (+1 eff.) Resists +5% arcane Disarm- +22% Sharp, short and deadly. |
Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Cun, 65% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 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 dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 108.96 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. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
acidic iron dagger of crippling (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Arcane/Master Power 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 107 damage over 5 turns and reducing armor and accuracy by 14 While equipped: dps ---------- Phys.crit +5.0% Sharp, short and deadly. |
stormbringer's dwarven-steel dagger (18-23 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Nature Power 17.5 - 22.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +9 lightning +14 cold While equipped: dps ---------- Mov.spd +22% Res.pen +7% lightning +5% cold Sharp, short and deadly. |
truestriking iron dagger (11-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Master Power 11.0 - 14.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Res.pen +5% physical Acc +5 (+1 eff.) Apr +6 Sharp, short and deadly. |
Arylach the Tundragrind (54-82 power, 3 apr)5.0 T4 greatmaul 2H weapon Reqs Str 35 [Random Unique] Nature/Master Power 54.5 - 81.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +20 nature On Hit.r1 +12 acid +4 cold While equipped: Stats +7 Dex dps ---------- Phys.spd +10% Dmg.mod +9% cold Res.pen +10% acid +19% physical +25% cold Acc +33 (+8 eff.) Apr +13 Massive two-handed mauls. |
Spellcrusher (32-48 power, 4 apr)5.0 T2 greatmaul 2H weapon Reqs Str 20 [Unique] Nature/Disrupt Power 32.0 - 48.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+5 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
dwarven-steel greatmaul 'Xeroda' (41-62 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Rare] Arcane Power 41.0 - 61.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +16 mind On Hit: * 25% chance for lightning to strike from the target to a second target dealing 64 damage While equipped: Stats +3 Wil dps ---------- Res.pen +20% arcane On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Resists +12% mind ---------- misc Mana/turn +0.24 Massive two-handed mauls. |
steel greatsword 'Sunshear' (22-34 power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Rare] Arcane Power 21.5 - 34.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +20 light On Crit.r2 +20 arcane On Hit: * 20% chance to reduce strength, dexterity, and constitution by 20 On Crit: * Splash the target with acid dealing 107 damage over 5 turns and reducing armor and accuracy by 14 While equipped: dps ---------- Dmg.mod +15% light Res.pen +20% blight ----- def ----- Resists +5% arcane Massive two-handed swords. |
arcing steel longsword of massacre (20-29 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Ego] Arcane/Master Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 64 damage Sharp, long, and deadly. |
truestriking steel longsword (16-22 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Ego+] Master Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +10 (+2 eff.) Apr +7 Sharp, long, and deadly. |
warbringer's stralite longsword of shearing (34-47 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Ego++] Master Power 33.5 - 46.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Phys.pwr +10 (+5 eff.) Res.pen +8% physical +9% all Acc +11 (+3 eff.) Apr +10 ----- def ----- Disarm- +22% Sharp, long, and deadly. |
Flashpanic (16-22 power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Rare] Master Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +9% light +15% mind Res.pen +10% mind +20% darkness +8% all Acc +13 (+3 eff.) Apr +9 Melee Ret 8 mind ----- def ----- Mind.save +15 (+5 eff.) ---------- misc Light +2 Blunt and deadly. |
Obsidianvice the steel mace (14-20 power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Rare] Arcane Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 64 damage While equipped: dps ---------- Dmg.mod +6% cold Res.pen +10% acid +20% cold On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Resists +18% darkness +12% cold Blunt and deadly. |
balanced stralite mace of erosion (38-52 power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Ego] Nature/Master Power 37.5 - 52.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +10 nature While equipped: dps ---------- Acc +9 (+2 eff.) ----- def ----- Defense +9 (+1 eff.) Disarm- +23% Blunt and deadly. |
hateful stralite mace of corruption (37-52 power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Ego+] Arcane/Psionic Power 37.0 - 51.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +8 darkness Against +10% Living On Hit: 20% Curse of Defenselessness 4 Blunt and deadly. |
Yvitta (4-5 power, 18 apr, mind damage) =4 cun=3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Cun +1 Mag dps ---------- Mind.crit +2% Crit.mult +17.00% Mind.pwr +14 (+5 eff.) ----- def ----- Phys.save +4 (+2 eff.) Spell.save +3 (+1 eff.) Mind.save +3 (+1 eff.) Heal.mod +12% Heal/summ +11 ---------- misc Equi/ret +0.70 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. |
Daysquall the yew magestaff (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +3.0% Spell.crit +3% Phys.pwr +20 (+9 eff.) Spell.pwr +23 (+9 eff.) Dmg.mod +20% lightning +9% physical +21% light ----- def ----- Armour +10 Defense +10 (+2 eff.) ---------- misc Mana/turn +0.39 Light +1 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone starstaff (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +32.00% Spell.pwr +21 (+8 eff.) Melee+ 25 fire Dmg.mod +30% darkness ---------- misc See.Invis +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood starstaff (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +19.00% Spell.pwr +19 (+7 eff.) Melee+ 19 fire Dmg.mod +25% darkness ---------- misc See.Invis +13 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's elven-wood starstaff of protection (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +4% Spell.pwr +18 (+7 eff.) Melee+ 19 arcane Dmg.mod +25% darkness ----- def ----- Resists +12% darkness ---------- misc Max.mana +46.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Layygada (22-30 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Arcane Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +10 light Against +17% Undead While equipped: dps ---------- Res.pen +25% arcane ----- def ----- Resists +5% arcane +15% temporal Def/telep +15 Res/telep +15% Dur/telep +15% One-handed war axes. |
arcing steel waraxe of massacre (22-30 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane/Master Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 64 damage One-handed war axes. |
blazebringer's stralite waraxe of massacre (43-60 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Nature/Master Power 43.0 - 60.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit.r2 +33 fire While equipped: dps ---------- All.spd +6% Res.pen +10% fire One-handed war axes. |
Burnstun the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Mag +3 Wil dps ---------- Mind.pwr +3 (+2 eff.) Res.pen +10% darkness +5% fire Melee Ret 4 fire ----- def ----- Phys.save +6 (+3 eff.) ---------- misc See.Invis +3 A belt that goes around your waist. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +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. |
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 (+6 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. |
Smearbreak the rough leather belt =stat=1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +6 Lck dps ---------- Mind.crit +3% Dmg.mod +9% darkness Melee Ret 2 nature ----- def ----- Resists +6% nature Mind.save +3 (+1 eff.) Stealth +6 ---------- misc T.Disarm +7 Psi/ret +0.04 Infravis +4 A belt that goes around your waist. |
balancing hardened leather belt of the giants1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +8.0% Mind.crit +7% Phys.pwr +4 (+2 eff.) ----- def ----- Spell.save +8 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
hardened leather belt1.0 T3 belt armor [Normal] A belt that goes around your waist. |
hardened leather belt1.0 T3 belt armor [Normal] A belt that goes around your waist. |
rough leather belt 'Rotblast'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +6.00% Phys.pwr +4 (+2 eff.) Res.pen +5% acid +25% fire +5% nature On Hit (Melee): * 10% chance to slow global speed by 51% * 20% chance to reduce armor by 30% A belt that goes around your waist. |
Firewill the linen cloak (1 def, 0 armour) =2 cun=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Cun +3 Con dps ---------- Res.pen +5% cold Melee Ret 2 fire ----- def ----- Defense +1 (+0 eff.) Resists +15% fire ---------- misc See.Invis +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frozennaught the cashmere cloak (2 def, 8 armour) =7 mag=2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +7 Mag +6 Wil dps ---------- Spell.crit +5% Dmg.mod +9% cold ----- def ----- Armour +8 Defense +2 (+0 eff.) Resists +31% cold Spell.save +11 (+3 eff.) ---------- misc Max.mana +51.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Quenchusher (1 def, 4 armour) =2 str=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Res.pen +15% acid +5% physical +10% cold Acc +10 (+2 eff.) ----- def ----- Armour +4 Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Flameblow' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+2 eff.) Dmg.mod +9% arcane Res.pen +25% fire ----- def ----- Defense +2 (+0 eff.) Fatigue -5% Resists +18% fire Crit.chn- 10.00% Phys.save +6 (+3 eff.) Disease- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +3 Dex +3 Mag +3 Wil +2 Cun ----- def ----- Defense +2 (+0 eff.) Spell.save +7 (+2 eff.) ---------- misc Max.mana +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of protection (2 def, 7 armour)2.0 T3 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +7 Defense +2 (+0 eff.) Resists +14% cold Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Layybrena (0 def, 0 armour) =5 mag=2.0 T2 cloth armor [Rare] Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +6% arcane Melee Ret 10 arcane ----- def ----- Resists +5% arcane +9% all ---------- misc Mana/turn +0.15 Psi/turn +0.22 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient silk robe of Angolwen (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +4 Wil +13 Mag dps ---------- Spell.pwr +5 (+3 eff.) S.pwr/crit +4 Dmg.mod +13% temporal +13% physical Res.pen +9% temporal +11% physical ----- def ----- Resists +13% all Anom.red +8 Silence- +32% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of alchemy (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +9% acid +16% physical +13% fire +11% cold ----- def ----- Resists +10% acid +10% physical +14% fire +14% cold +13% all ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frigidhue the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid Res.pen +25% cold On Hit (Melee): * 20% chance to reduce armor by 30% * 20% chance to reduce all saves and defense by 25 ----- def ----- Armour +4 Fatigue -4% Resists +9% mind +12% cold Phys.save +10 (+5 eff.) ---------- misc Max.enc +34 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
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 (+0 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. |
Kindlerace the pair of rough leather boots (0 def, 5 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +3 Dex +1 Wil +6 Lck dps ---------- Melee Ret 6 light ----- def ----- Armour +5 Stealth +6 ---------- misc Equi/ret +0.16 A pair of boots made of leather. |
pair of dwarven-steel boots 'Blazenight' (0 def, 9 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +8 Cun +4 Wil dps ---------- Mind.crit +2% Dmg.mod +21% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Armour +9 Fatigue +3% ---------- misc Psi/ret +0.16 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Gekira' (0 def, 10 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +3 Con +6 Wil dps ---------- Crit.mult +10.00% Mind.pwr +4 (+2 eff.) Res.pen +20% blight +7% physical ----- def ----- Armour +10 Fatigue +3% ---------- misc Infravis +4 Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 9 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restorative pair of hardened leather boots of rushing (0 def, 3 armour)2.0 T3 feet armor [Ego++] Nature/Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +3 HP.reg +4.00 Heal.mod +12% Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
scholar's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +5 (+3 eff.) ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.90 Max.stam +17.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ce'Ninor (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Dex +2 Con dps ---------- Melee+ 7 blight Dmg.mod +5% blight Acc +12 (+3 eff.) ----- def ----- Armour +2 Resists +6% blight Phys.save +11 (+5 eff.) Mind.save +13 (+4 eff.) Disarm- +45% ---------- misc See.Invis +3 Unarmed combat: Power 18.5 - 20.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +14 Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +8 blight On Hit: 20% Soul Rot 3 On Hit: 20% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 14.0 - 15.4 Physical Uses 40% Cun, 40% Str, 20% Mag 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Prismpiercer (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +15 (+6 eff.) Melee+ 7 light Dmg.mod +5% light +12% arcane Res.pen +5% light ----- def ----- Armour +2 Resists +6% light +9% fire ---------- misc Max.mana +40.00 Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 20% Searing Light 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
heroic drakeskin leather gloves of dexterity (+3) (0 def, 7 armour)1.0 T4 hands armor [Ego+] Master While equipped: Stats +3 Dex dps ---------- Acc +16 (+4 eff.) ----- def ----- Armour +7 Mind.save +9 (+3 eff.) Max.HP +40.00 Unarmed combat: Power 34.0 - 37.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +18 Apr +5 Crit +12.0% Atk.spd 100% On Hit: 10% Battle Shout 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Glarespitter (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +10 Str +9 Wil +3 Cun dps ---------- Phys.pwr +9 (+5 eff.) Mind.pwr +4 (+2 eff.) Res.pen +10% lightning +10% light ----- def ----- Armour +3 Fatigue +3% Resists +6% lightning +9% physical +6% light Phys.save +8 (+4 eff.) ---------- misc Light +2 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 43.5 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
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. |
augmenting cashmere wizard hat of darkness (+19%) (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +5% acid +13% darkness +5% lightning +7% cold +4% arcane +5% fire ----- def ----- Defense +2 (+0 eff.) Resists +19% darkness A pointy cloth hat, very wizardly... |
dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Xigabeth' (0 def, 17 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +11 Str +5 Dex +2 Con dps ---------- Phys.pwr +25 (+11 eff.) Melee Ret 6 physical ----- def ----- Armour +17 Fatigue +3% ---------- misc See.Invis +6 A cap made of leather. |
hardened leather cap of ire (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +3 Str +4 Con ----- def ----- Armour +3 Fatigue +3% Phys.save +7 (+3 eff.) Mind.save +8 (+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 cap made of leather. |
linen wizard hat 'Betherin' (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +1 Mag dps ---------- Dmg.mod +3% mind Melee Ret 6 arcane ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+2 eff.) ---------- misc Vim/s.crit +2.00 A pointy cloth hat, very wizardly... |
Duverin the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Rare] Master While equipped: Stats +5 Str +1 Mag +4 Cun ----- def ----- Armour +8 Defense +3 (+0 eff.) Fatigue +12% Resists +7% physical Crit.chn- 15.00% Phys.save +17 (+8 eff.) ---------- misc See.Invis +24 A suit of armour made of mail. |
dwarven-steel mail armour of fire resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+0 eff.) Fatigue +12% Resists +21% fire A suit of armour made of mail. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
552 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. |
2 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. |
4 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. |
6 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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's dwarven-steel pickaxe (dig speed 32 turns)3.0 T3 digger tool [Ego] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +7% nature ----- def ----- Resists +12% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
12 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Delydehor2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Crit.mult +5.00% Dmg.mod +6% mind ----- def ----- Resists +6% lightning +3% temporal +9% light Die.at -60.00 life ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Singewisp2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Mind.crit +5% Crit.mult +5.00% Mind.pwr +10 (+4 eff.) ----- def ----- Resists +6% fire Mind.save +5 (+1 eff.) ---------- misc Max.psi +30.00 Light +4 Infravis +1 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. |
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.(69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Hazesteel'2.0 T1 lite [Rare] Master While equipped: Stats +2 Mag dps ---------- Spell.crit +4% Crit.mult +15.00% S.pwr/crit +4 Dmg.mod +12% cold ---------- misc Light +6 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. |
nightwalker's alchemist's lamp1.0 T3 lite [Ego+] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +7 (+4 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
Murkstalker the iron torque of mindblast [power 100] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +6 Str +1 Dex dps ---------- Dmg.mod +6% darkness +9% cold ---------- misc Infravis +1 Blast the opponent's mind dealing 116 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Blindbiter [power 122] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +25% darkness +15% mind Melee Ret 8 fire ----- def ----- Resists +9% mind Sting an enemy dealing 122 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. |
Isenor [power 35] (20 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: Stats +2 Mag +2 Cun +1 Con dps ---------- Mind.pwr +15 (+6 eff.) Harden the skin for 7 turns increasing armour by 35 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to increase all damage penetration by 16% for 2 turns. 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
4 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. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 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. |
4 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. |
7 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
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By yehhhhhhhhh the Cornac Shadowblade level 28
72nd Dusk 122nd year of Ascendancy at 02:02 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By yehhhhhhhhh the Cornac Shadowblade level 33
4th Mirth 123rd year of Ascendancy at 20:07 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By yehhhhhhhhh the Cornac Shadowblade level 24
44th Dusk 122nd year of Ascendancy at 15:50 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By yehhhhhhhhh the Cornac Shadowblade level 23
34th Dusk 122nd year of Ascendancy at 12:32 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By yehhhhhhhhh the Cornac Shadowblade level 31
45th Pyre 123rd year of Ascendancy at 06:30 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By yehhhhhhhhh the Cornac Shadowblade level 32
1st Mirth 123rd year of Ascendancy at 12:57 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By yehhhhhhhhh the Cornac Shadowblade level 10
5th Mirth 122nd year of Ascendancy at 00:20 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By yehhhhhhhhh the Cornac Shadowblade level 20
18th Dusk 122nd year of Ascendancy at 06:13 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By yehhhhhhhhh the Cornac Shadowblade level 30
24th Pyre 123rd year of Ascendancy at 12:21 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By yehhhhhhhhh the Cornac Shadowblade level 29
22nd Haze 122nd year of Ascendancy at 15:26 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By yehhhhhhhhh the Cornac Shadowblade level 32
2nd Mirth 123rd year of Ascendancy at 01:14 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By yehhhhhhhhh the Cornac Shadowblade level 17
10th Dusk 122nd year of Ascendancy at 08:25 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By yehhhhhhhhh the Cornac Shadowblade level 10
5th Mirth 122nd year of Ascendancy at 14:20 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By yehhhhhhhhh the Cornac Shadowblade level 30
36th Pyre 123rd year of Ascendancy at 20:01 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By yehhhhhhhhh the Cornac Shadowblade level 21
22nd Dusk 122nd year of Ascendancy at 09:59 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By yehhhhhhhhh the Cornac Shadowblade level 26
46th Dusk 122nd year of Ascendancy at 11:11 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By yehhhhhhhhh the Cornac Shadowblade level 23
34th Dusk 122nd year of Ascendancy at 12:23 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By yehhhhhhhhh the Cornac Shadowblade level 17
1st Dusk 122nd year of Ascendancy at 09:54 see stats
Log
Talent Essence of Speed is ready to use.
Yehhhhhhhhh activates Essence of Speed.
Yehhhhhhhhh deactivates Stealth.
Stealth is still on cooldown for 9 turns.
Stealth is still on cooldown for 8 turns.
Stealth is still on cooldown for 8 turns.
Stealth is still on cooldown for 7 turns.
Stealth is still on cooldown for 6 turns.
Stealth is still on cooldown for 5 turns.
Stealth is still on cooldown for 4 turns.
Stealth is still on cooldown for 4 turns.
Stealth is still on cooldown for 3 turns.
Stealth is still on cooldown for 2 turns.
Stealth is still on cooldown for 1 turns.
Talent Stealth is ready to use.
Yehhhhhhhhh activates Stealth.
Rested for 28 turns (stop reason: all resources and life at maximum).
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting character).
--------------------------------
Saving done.
There is a The entry to the old tower of Dreadfell 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!
Saving game...
Saving done.

















































































































































