










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: 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. Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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. Nekarcos's Quality of Life 07: Visible Size Categories (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Font of Sacrifice to the Rescue 1.7.0Makes the Font of Sacrifice from the Forbidden Cults DLC (required) available as a reward for rescuing the lost merchant. 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 | Shalore |
| Class | Shadowblade |
| Level / Exp | 50 / 3109% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 9 on the 43rd Dusk 122nd year of Ascendancy at 11:51 2 / 5Killed by Forest Troll Hedge-Wizard at level 12 on the 1st Haze 122nd year of Ascendancy at 17:41 Killed by Elatha the elven warrior at level 28 on the 64th Pyre 123rd year of Ascendancy at 10:09 Killed by Sleeping Salessra at level 50 on the 30th Dusk 124th year of Ascendancy at 18:53 Killed by Arunor the orc mage-hunter at level 50 on the 57th Dusk 124th year of Ascendancy at 09:29 |
Primary Stats
| Strength | 56 (base 30) |
| Dexterity | 88 (base 64) |
| Constitution | 28 (base 8) |
| Magic | 122 (base 62) |
| Willpower | 49 (base 8) |
| Cunning | 123 (base 60) |
Resources
| Life | 1025/1025 |
| Mana | 535/535 |
| Stamina | 342/342 |
| Steam | 100/100 |
| Healing Factor | 0.64562989903887 |
| Regeneration | 9.9115147328217 |
Speed
| Mental | +28.24582049534% |
| Attack | 0% |
| Movement | 0% |
| Spell | +18.24582049534% |
| Global | +126% |
Vision
| Sight | 10 |
| Lite | -1999 |
| Infravision | 28 |
| See Stealth | 67.642847857581 |
| See Invisible | 73.642847857581 |
| Stealth | 67 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 211 |
| Accuracy | 85 |
| Crit Chance | 96% |
| APR | 85 |
| Speed | 0.78 |
Offense: Offhand
| Damage | 172 |
| Accuracy | 85 |
| Crit Chance | 96% |
| APR | 60 |
| Speed | 0.78 |
Offense: Spell
| Spellpower | 84 |
| Crit Chance | 56% |
| Speed | 0.8456958527675 |
Offense: Mind
| Mindpower | 59 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +22% |
| Arcane | +43% |
| Cold | +31% |
| All | +16% |
| Darkness | +24% |
| Light | +41% |
| Temporal | +24% |
| Physical | +34% |
| Fire | +22% |
| Nature | +37% |
Offense: Damage Penetration
| Acid | +20% |
| Blight | +15% |
| Arcane | +25% |
| Mind | +29% |
| All | 0% |
| Darkness | +17% |
| Temporal | +12% |
| Physical | +22% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 34 (50.65183292883%) |
| Defense | 70 |
| Ranged Defense | 70 |
| Fatigue | 0 |
| Physical Save | 56 |
| Spell Save | 65 |
| Mental Save | 57 |
Defense: Resistances
| Acid | + 43%( 70%) |
| Blight | + 31%( 70%) |
| Arcane | + 27%( 70%) |
| Cold | + 31%( 70%) |
| All | + 19%( 70%) |
| Physical | + 36%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 80%( 80%) |
| Temporal | + 60%( 70%) |
| Mind | + 26%( 70%) |
| Darkness | + 45%( 70%) |
| Fire | + 43%( 70%) |
| Nature | + 48%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 77% |
| Poison Resistance | 70% |
| Blind Resistance | 45% |
| Silence Resistance | 44% |
| Bleed Resistance | 70% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 10% |
Inscriptions (4/4)
| 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 376 damage for 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 224 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 664% 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 Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (84% 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. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cunning / Stealth | 1.50 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Duelist | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Trained Reactions |
| talent | Shadow Feed |
| talent | Secrets of the Eternals |
| talent | Stealth |
| talent | Shadow Combat |
| talent | Chant of Fortress |
| talent | Essence of Speed |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 7.1 and stamina regeneration by 1.3. Soothing Darkness |
| beneficial effect | Parrying melee and ranged attacks: Has a 73% chance to deflect up to 40 damage from the next 3.2 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | 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 Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3472. | 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, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 drakeskin leather boots of void walking (0 def, 5 armour) 2.0 Encumbrance T5 feet armor [Ego++] Arcane While equipped: offense ------ Ignore resists +17% darkness, +12% temporal defense ------ Armor +5 Resistance +18% darkness, +25% temporal Stealth +10 Silence Resist +44% Confus Resist +47% Stun Resist +36% Out-of-Phase Defense +30 Out-of-Phase Resistance +17% Out-of-Phase Resilience +24% other ------- Talents +5 Moss Tread A pair of boots made of leather. |
| Light source | Dúathedlen Heart1.0 Encumbrance T4 lite [Unique] Arcane While equipped: Stats Mag +5 offense ------ Physical Power +7 (+1 eff.) On-Hit 20 darkness defense ------ Resistance +30% light Max Resistance +10% light other ------- Light -1000 Infravision +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness level 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
| On head | Betunor the Hellsedge (3 def, 0 armour) 2.0 Encumbrance T5 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats Cun +15, Wil +6 offense ------ Spellpower +8 (+2 eff.) Mindpower +4 (+1 eff.) Damage +6% fire Ignore resists +10% nature When Hit 4 fire defense ------ Defense +3 (+1 eff.) Resistance +12% lightning, +11% temporal +12% fire Mind save +15 (+4 eff.) other ------- Mana/turn +2.60 Mana when Hit +1.70 Max mana +95.00 Manaflow: Puts all charms on 34 turn cooldown Effective talent level: 1.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 14 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats Str +6, Mag +6 offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Disarm Resist +100% other ------- Talents +5 Iron Grip Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% On-hit +20 arcane On Hit: 10% Displacement Shield level 3 On Hit: 15% Wave of Power level 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Tool | Urthirab the Rainhunt (dig speed 6 turns)3.0 Encumbrance T5 digger tool [Random Unique] Master While equipped: Stats Cun +6, Str +3 offense ------ Damage +6% acid, +15% cold Ignore resists +20% acid, +22% physical Accuracy +10 (+2 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 28% defense ------ Resistance +9% acid other ------- Infravision +11 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Arcwreck the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats Cun +8, Wil +8 offense ------ Physical Power +20 (+3 eff.) Spellpower +18 (+4 eff.) Mindpower +31 (+8 eff.) Damage +17% light, +7% all Ignore resists +29% mind When Hit 4 lightning On-Hit (Melee): * 23% chance to slow global speed by 63% * 20% chance to reduce all saves and defense by 35 defense ------ Resistance +34% light, +3% mind Blind Resist +45% other ------- Infravision +5 See Stealth +19 See Invisibility +25 Rings make your fingers look great! |
| On fingers | Ereloldil0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats Str +3, Dex +2, Mag +14 Wil +10, Cun +5, Con +5 offense ------ Spellpower +13 (+3 eff.) defense ------ Spell save +28 (+7 eff.) other ------- Max stamina +28.00 Infravision +2 Rings make your fingers look great! |
| Around neck | voratun amulet 'Natureknight'0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats Mag +6 offense ------ Spell Crit +6% Spellpower +6 (+1 eff.) Damage +8% physical, +8% light +8% temporal, +6% arcane +21% nature, +8% darkness Ignore resists +15% blight When Hit 4 nature On-Hit (Melee): * 20% chance to slow global speed by 63% defense ------ Resistance +25% lightning, +9% nature Physical save +25 (+7 eff.) Spell save +25 (+6 eff.) Mind save +24 (+7 eff.) Stun Resist +47% other ------- Masteries +0.40 Spell/Phantasm Amulets make your neck look great! |
| In main hand | Glaba (37-48 power, 34 apr)1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 37.5 - 48.8 Physical Uses 50% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +34 Critical Rate +10.0% Attack Speed 100% Ignore Shields +18% On-hit +14 blight +16 item blight disease +20 item acid corrode +8 acid On-Hit, radius 1 +4 arcane On Hit: 20% Epidemic level 5 On Hit: * 20% chance to reduce armor by 45% * 16% chance to reduce strength, dexterity, and constitution by 35 While equipped: offense ------ Physical Crit +14.0% Critical power +29.00% Damage +21% arcane Ignore Armor +13 On-Hit (Melee): * 20% chance to reduce armor by 45% defense ------ Resistance +6% acid Disease Resist +27% Sharp, short and deadly. |
| Around waist | Girdle of Preservation 1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats Con +5, Wil +5 defense ------ Fatigue -20% Resistance +15% lightning, +15% temporal +15% light, +15% fire +15% nature, +15% acid +10% physical, +15% blight +15% cold, +10% arcane +15% darkness Physical save +15 (+5 eff.) Spell save +15 (+3 eff.) Mind save +15 (+4 eff.) Confus Resist +20% other ------- Encumbrance +50 A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
| In off hand | Emorewen the Sunpeal (38-49 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Master/Psionic Weapon Damage 38.0 - 49.4 Physical Uses 50% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +20 item blight disease +11 item expose, +20 mind +8 fire On Hit: * 20% chance to reduce strength, dexterity, and constitution by 35 * 11% chance to reduce all saves and defense by 35 On Critical: * Wound the target dealing 370 physical damage across 5 turns and reducing healing by 50% While equipped: Stats Dex +5, Wil +2, Cun +4 offense ------ Physical Crit +11.0% Physical Power +15 (+3 eff.) Combat Speed +10% Ignore resists +25% arcane Accuracy +18 (+4 eff.) When Hit 4 blight defense ------ Resistance +3% fire Sharp, short and deadly. |
| Cloak | elven-silk cloak 'Aeredil' (3 def, 0 armour) 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats Str +5, Mag +6, Wil +2, Con +5 offense ------ Critical power +21.00% Accuracy +11 (+3 eff.) Ignore Armor +10 defense ------ Defense +3 (+1 eff.) Resistance +30% lightning, +12% nature +6% mind Physical save +11 (+4 eff.) Spell save +11 (+2 eff.) Stealth +12 Life +82.00 Disarm Resist +10% Pinning Resist +10% Stun Resist +50% other ------- Max mana +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Untouchable (14 def, 12 armour) 9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats Cun +8 offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+4 eff.) Life Regen +10.00 Poison Resist +70% Disease Resist +70% Cut Resist +70% 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. |
Inventory
Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
medical injector implant (efficiency 163% / cooldown 60%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 163% efficiency and cooldown mod of 60%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 240% / cooldown 65%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 240% efficiency and cooldown mod of 65%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 192% / cooldown 73%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 192% efficiency and cooldown mod of 73%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 15)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 20 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.9 steam per turn. Can be activated for an instant burst of 79 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 14%; reduction 2; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the duelist (heal 255; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 255 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the duelist (heal 224; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 224 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the sneak (heal 319; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 319 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 303; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 303 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -537; dur 7; cd 27)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 27 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -537 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 537 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the psychic (die at -600; dur 6; cd 33)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 33 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 -600 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 600 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the sneak (die at -923; dur 8; cd 29)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 29 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -923 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 923 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion of the wizard (die at -1107; dur 9; cd 32)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 32 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -1107 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 1107 life, 9 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 of the duelist (speed 698%; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 698% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the duelist (speed 881%; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 881% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the sneak (speed 769%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 769% 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. Press to compare to your current inscriptions |
movement infusion of the wizard (speed 766%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 766% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the duelist (heal 446; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 446 life over 5 turns. 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. |
regeneration infusion of the duelist (heal 359; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 359 life over 5 turns. 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. |
regeneration infusion of the sneak (heal 687; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 687 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 293; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 293 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 37%; magical, physical; dur 2; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 37% 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 psychic (res 27%; magical, physical; dur 2; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 29%; mental, physical; dur 4; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 43%; physical; dur 3; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 43% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 43%; mental; dur 2; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 43% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 42%; mental, physical; dur 3; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 42% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 20%; mental; dur 4; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 40%; physical; dur 3; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 40% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 39%; magical; dur 4; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 39% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the duelist (range 9; phase 26; cd 17)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 9 Cooldown: 17 Usage Speed: Spell (84% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 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 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 8; phase 30; cd 11)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 11 Usage Speed: Spell (84% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 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 30%, your defense is increased by 30 and all your resistances by 30%. 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. |
blink rune of the sneak (range 9; phase 34; cd 17)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 9 Cooldown: 17 Usage Speed: Spell (84% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 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 34%, your defense is increased by 34 and all your resistances by 34%. 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. |
blink rune of the wizard (range 8; phase 26; cd 11)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 11 Usage Speed: Spell (84% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 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 26%, your defense is increased by 26 and all your resistances by 26%. 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 of the wizard (range 10; phase 26; cd 18)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 10 Cooldown: 18 Usage Speed: Spell (84% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 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 26%, your defense is increased by 26 and all your resistances by 26%. 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. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (84% 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the sneak (damage 366; dur 4; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 366.73 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the sneak (regen 1338% over 10 turns; mana 66; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Spell (84% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1338% for 10 turns (474 total) and instantly restoring 66 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
manasurge rune of the sneak (regen 1397% over 10 turns; mana 69; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Spell (84% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1397% for 10 turns (495 total) and instantly restoring 69 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
manasurge rune of the sneak (regen 1623% over 10 turns; mana 81; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Spell (84% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1623% for 10 turns (575 total) and instantly restoring 81 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 sneak (absorb 161; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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 161 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. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 207; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 207 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 315; dur 3; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 315 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 426; dur 5; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 426 damage for 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the sneak (absorb 651; dur 5; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 651 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the sneak (absorb 623; dur 6; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 623 damage for 6 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 669; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 669 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. Press to compare to your current inscriptions |
stormshield rune of the duelist (threshold 44; blocks 6; dur 4; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 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 44 up to 6 times. 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. |
stormshield rune of the warrior (threshold 74; blocks 5; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 74 up to 5 times. 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. |
teleportation rune of the duelist (range 162; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Spell (84% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 162 with a minimum range of 15. 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. |
3 schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Deflection Field0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flare Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Hand Cannon0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Lightning Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Poison Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Silver Filigree0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunder Grenade0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Injector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
savior's copper amulet of perfection (0.13 Technique / Mobility,0.13 Cunning / Ambush)0.1 Encumbrance T1 amulet jewelry [Ego++] Master While equipped: defense ------ Physical save +11 (+4 eff.) Spell save +11 (+2 eff.) Mind save +11 (+3 eff.) other ------- Masteries +0.13 Technique/Mobility +0.13 Cunning/Ambush Amulets make your neck look great! |
Morningqueller0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats Mag +3, Wil +4, Con +2 offense ------ Accuracy +10 (+2 eff.) Ignore Armor +2 other ------- Light +3 Masteries +0.16 Technique/Combat veteran +0.16 Technique/Duelist Amulets make your neck look great! |
Glimmerspiker0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats Lck +10, Wil +1 offense ------ Mindpower +5 (+1 eff.) Ignore resists +10% physical Accuracy +11 (+3 eff.) defense ------ Armor +8 Defense +11 (+3 eff.) Mind save +7 (+2 eff.) Resist unseen 11% Confus Resist +11% other ------- Light +3 Masteries +0.17 Technique/Combat veteran +0.17 Technique/Combat training Amulets make your neck look great! |
Shard of Insanity0.1 Encumbrance T3 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +8 (+2 eff.) On-Hit 5% confusion Damage +25% mind Ignore resists +20% mind When Hit 5% confusion defense ------ Resistance -10% mind Mind save +35 (+9 eff.) Confus Resist -100% On Mind Hit: 8% Sunder Mind level 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats Con +10 defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 31 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (184). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
grounding gold amulet of strength (+5)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats Str +5 defense ------ Resistance +13% lightning Stun Resist +28% Amulets make your neck look great! |
Spellblaze Echoes0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +6% Spellpower +8 (+2 eff.) Spellpower/crit +15 defense ------ Armor +6 Defense +6 (+2 eff.) Unleash a destructive wail, destroying terrain and dealing 825.44 physical damage (based on Magic) in a radius of 3. Uses 51 power out of 60/60 This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
Unflinching Eye0.1 Encumbrance T4 amulet jewelry [Unique] Arcane/Psionic While equipped: defense ------ Resistance -25% light Max Resistance -25% light Blind Resist +100% Confus Resist +50% other ------- Infravision +3 Telepathy Horror Telepath range +10 Arcane Eye: (Instant) Effective talent level: 2.0 Power cost 51 out of 60/60. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Zubuwyn the voratun amulet0.1 Encumbrance T5 amulet jewelry [Rare] Arcane While equipped: Stats Mag +10 offense ------ Critical power +21.07% Spellpower +31 (+7 eff.) Spellpower/crit +8 Ignore Shields +30% When Hit 4 acid defense ------ Resistance +15% temporal Mind save +12 (+4 eff.) other ------- Hate-on-crit +4.00 Amulets make your neck look great! |
Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Unrirain the Kindletooth0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats Str +2, Mag +3, Con +3 offense ------ Ignore resists +20% light defense ------ Resistance +11% acid, +14% fire +13% lightning, +14% cold other ------- Light +1 Rings make your fingers look great! |
Belymira the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Master While equipped: Stats Mag +3, Con +2 offense ------ Critical power +5.00% Mindpower +5 (+1 eff.) Accuracy +8 (+2 eff.) Ignore Armor +8 defense ------ Defense +8 (+2 eff.) Fatigue -5% Spell save +18 (+4 eff.) other ------- Encumbrance +22 Max stamina +18.00 Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring 'Scorchwaker'0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats Mag +4, Wil +5, Cun +5 offense ------ Mindpower +7 (+2 eff.) Spellpower/crit +10 Ignore resists +15% fire other ------- Mana/turn +0.12 Vim-on-crit +2.00 Rings make your fingers look great! |
steel ring 'Soothacker'0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats Str +5, Mag +4, Wil +8, Cun +6 offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 28% defense ------ Armor +10 Crit Resistance 15.00% Rings make your fingers look great! |
Inertial Twine0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats Str +4, Wil +8 offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+4 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Kindlepower the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats Str +7, Mag +4, Wil +4 offense ------ Spellpower +30 (+6 eff.) Damage +9% light defense ------ Armor +14 Resistance +12% light Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
gold ring 'Ivimina'0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats Wil +5 offense ------ Damage +9% temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% blight Mind save +15 (+4 eff.) Blind Resist +26% Confus Resist +20% other ------- Infravision +4 See Stealth +5 See Invisibility +7 Rings make your fingers look great! |
Alinik the Blastpython0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats Dex +10, Mag +8, Cun +18 offense ------ Spellpower +15 (+3 eff.) Ignore resists +5% blight, +15% lightning Accuracy +32 (+7 eff.) Ignore Armor +16 When Hit 4 lightning, 6 cold On-Hit (Melee): * 23% chance to reduce strength, dexterity, and constitution by 35 defense ------ Defense +17 (+4 eff.) Resistance +3% lightning, +3% cold Silence Resist +50% other ------- Mana/turn +0.40 Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Ring of the War Master0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats Str +3, Dex +3, Con +3 offense ------ Physical Crit +5.0% Physical Power +10 (+2 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
voratun ring 'Anytohir'0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats Str +9, Dex +9, Cun +10 Con +10 offense ------ Physical Power +11 (+2 eff.) Damage +6% blight, +15% temporal Ignore Shields +20% Accuracy +12 (+3 eff.) defense ------ Fatigue -10% Resistance +15% nature, +15% blight Poison Resist +30% Disease Resist +22% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Encumbrance +40 Hate-on-crit +3.00 Max hate +6.00 Max vim +20.00 Rings make your fingers look great! |
voratun ring 'Willowgore'0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats Str +4, Mag +8, Con +6 offense ------ Physical Power +15 (+3 eff.) On-Hit 31 light On-Ranged-Hit 39 light Damage +17% acid, +20% nature +20% light Ignore resists +20% nature Ignore Armor +3 defense ------ Resistance +49% nature, +34% acid Spell save +20 (+5 eff.) other ------- Max stamina +70.00 Rings make your fingers look great! |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 180% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats Mag +10, Wil +10 offense ------ Spell Crit +15% Spellpower +48 (+10 eff.) Damage +60% lightning, +60% fire +60% arcane, +60% cold Ignore resists +30% lightning, +30% fire +30% arcane, +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 170 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Rod of Sarrilon (30-36 power, 4 apr, temporal element)5.0 Encumbrance T5 staff 2H weapon [Unique] Unknown Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: Stats Wil +7, Mag +8 offense ------ Spell Crit +15% Spellpower +40 (+8 eff.) Damage +40% temporal Ignore resists +30% temporal defense ------ Anomaly Control +25 Teleport Resist +100% other ------- Cooldown Attenuate -1 Stop -2 Time Shield -3 Temporal Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Perseverance (31-43 power, 9 apr)3.0 Encumbrance T3 longsword 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Weapon Damage 31.0 - 43.4 Physical Uses 20% Wil, 50% Mag, 90% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +9 Critical Rate +12.0% Attack Speed 100% On-hit +15 manaburn arcane On Critical: * restore 7 stamina and equilibrium While equipped: defense ------ Spell save +18 (+4 eff.) Confus Resist +30% Stun Resist +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. This item has been sent to the Item's Vault. |
Unerring Scalpel (15-19 power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 55% Dex, 45% Cun, 50% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+4 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. |
Layotha the steel dagger (17-22 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 17.5 - 22.8 Physical Uses 50% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 131 damage On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats Cun +1, Wil +4 offense ------ Physical Crit +6.0% Ignore resists +5% blight defense ------ Crit Resistance 5.00% Sharp, short and deadly. |
Silent Blade (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 65% Dex, 35% Cun, 50% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On-hit +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: offense ------ Accuracy +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Daimyharahor (41-53 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Rare] Psionic Weapon Damage 41.5 - 54.0 Physical Uses 50% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +8 darkness Damage Against +11% Living While equipped: Stats Wil +3 offense ------ Spell Crit +2% Spellpower +25 (+5 eff.) Spellpower/crit +6 defense ------ Crit Resistance 15.00% other ------- Stamina/turn +3.00 Vim-on-crit +2.00 Sharp, short and deadly. |
Shantiz the Stormblade (15-19 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex, 50% Mag, 0% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats Dex +20 defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Spelldrinker (27-35 power, 8 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 27.0 - 35.1 Physical Uses 35% Cun, 55% Dex, 70% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats Cun +6, Mag +6 defense ------ Resistance +12% arcane Spell save +12 (+3 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. This item has been sent to the Item's Vault. |
Spelldrinker (27-35 power, 8 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 27.0 - 35.1 Physical Uses 35% Cun, 70% Mag, 55% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats Cun +6, Mag +6 defense ------ Resistance +12% arcane Spell save +12 (+3 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. |
Sulfurripper (28-36 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 28.0 - 36.4 Physical Uses 50% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Critical: * Wound the target dealing 370 physical damage across 5 turns and reducing healing by 50% While equipped: Stats Str +8, Dex +8, Mag +8, Wil +9 Cun +11, Con +7 offense ------ Physical Crit +11.0% Spell Crit +2% Critical power +5.00% Physical Power +10 (+2 eff.) Spellpower +20 (+4 eff.) Damage +3% nature Ignore resists +11% physical Accuracy +21 (+5 eff.) Ignore Armor +11 other ------- Max vim +30.00 Sharp, short and deadly. |
stralite dagger 'Ebonyvortex' (32-41 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 32.0 - 41.6 Physical Uses 50% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +11 nature While equipped: Stats Str +9, Dex +7, Mag +7, Wil +7 Cun +10, Con +7 offense ------ Ignore resists +13% physical Accuracy +8 (+2 eff.) Ignore Armor +5 On-Hit (Melee): * 20% chance to reduce damage dealt by 28% defense ------ Resistance +3% blight, +3% fire +5% arcane, +3% lightning Spell save +9 (+2 eff.) Sharp, short and deadly. |
Crystalline Voratun dagger (46-60 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Unique] Arcane A part of set. Weapon Damage 46.9 - 60.9 Arcane Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: Stats Wil +3, Con +3 offense ------ Physical Power +12 (+2 eff.) Spellpower +12 (+3 eff.) Damage +10% arcane Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Sharp, short and deadly. Transformed with the power of the Spellblaze. |
Life Drinker (42-54 power, 11 apr)1.0 Encumbrance T5 dagger 1H weapon [Unique] Arcane Weapon Damage 42.0 - 54.6 Physical Uses 35% Cun, 105% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +18.0% Attack Speed 100% While equipped: Stats Cun +6, Mag +6 offense ------ Spell Crit +10% Spellpower +12 (+3 eff.) Damage +15% blight, +15% darkness +15% acid other ------- Infravision +2 On Spell Hit: 15% Blood Grasp level 2 Worm Rot: Effective talent level: 2.0 Power cost 34 out of 50/50. Range 6 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 22.03 acid and 20.95 blight damage. If not cleared after five turns it will inflict 118.94 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Mandible of Ungolmor (40-52 power, 12 apr)1.0 Encumbrance T5 dagger 1H weapon [Unique] Nature Weapon Damage 40.0 - 52.0 Physical Uses 35% Dex, 50% Mag, 64% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +22.0% Attack Speed 100% Damage Conversion 30% darkness On Hit: 20% Poisonous Bite level 3 On Critical: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats Cun +8, Dex +4 offense ------ Damage +30% nature, +20% darkness defense ------ Armor +15 Poison Resist +100% other ------- Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Bindings of Eternal Night (12 def, 12 armour)6.0 Encumbrance T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats Wil +5, Mag +5 offense ------ Damage +15% cold, +15% arcane +20% darkness When Hit 10 darkness defense ------ Armor +12 Defense +12 (+3 eff.) Resistance +30% blight, -10% fire +30% darkness, -10% light Life Regen +1.00 Poison Resist +100% Disease Resist +100% other ------- Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Crystalline Mummy wrappings (12 def, 9 armour)6.0 Encumbrance T4 mummy armor [Unique] Arcane A part of set. While equipped: Stats Mag +15, Con +8, Lck +12 offense ------ Spellpower +11 (+2 eff.) Damage +15% cold, +15% arcane +15% darkness defense ------ Armor +8 Defense +11 (+3 eff.) Fatigue +2% Resistance -25% fire, +35% arcane +15% physical Physical save +25 (+7 eff.) Spell save +35 (+8 eff.) Poison Resist +60% Disease Resist +60% Recover the Crystal Heart (destroys this armour). Uses 1 power out of 1/1 Decaying mummy wrappings. Transformed with the power of the Spellblaze. |
Robe of the Archmage (10 def, 10 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats Mag +6, Wil +6, Cun +6 offense ------ Spellpower +15 (+3 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+3 eff.) Resistance +10% lightning, +10% cold +10% fire, +10% arcane +13% all Spell save +20 (+5 eff.) Mind save +15 (+4 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Worm Nest (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats Mag +15 offense ------ Spell Crit +8% Spellpower +15 (+3 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.0 Power cost 13 out of 20/20. Range 7 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 25%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats Cun +8 offense ------ Ignore Armor +10 defense ------ Armor +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. This item has been sent to the Item's Vault. |
radiant drakeskin leather armour of alacrity (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego++] Nature/Master While equipped: Stats Wil +3 offense ------ Combat Speed +15% Spell Speed +15% Mind Speed +15% defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% Resistance +21% blight, +25% darkness other ------- Light +1 A suit of armour made of leather. |
rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Brightnoon1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: Stats Str +5, Mag +11 offense ------ Damage +18% acid, +9% fire defense ------ Resistance +21% acid Crit Resistance 15.00% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.39 Max mana +44.00 Infravision +3 A belt that goes around your waist. |
Neira's Memory1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats Cun +2, Wil +5 defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 405, based on Magic) for 10 turns. Uses 17 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. |
cleansing hardened leather belt of burglary1.0 Encumbrance T3 belt armor [Ego+] Disrupt/Master While equipped: Stats Dex +5, Cun +4, Lck +7 defense ------ Resistance +8% acid, +8% blight Stealth +7 other ------- Disarm Traps +11 Infravision +5 A belt that goes around your waist. |
insulating hardened leather belt of recklessness1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: offense ------ Physical Crit +5.0% Critical power +8.00% Physical Power +4 (+1 eff.) defense ------ Resistance +7% fire, +10% cold A belt that goes around your waist. |
Silidanor1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master While equipped: Stats Str +3, Dex +2 offense ------ Physical Crit +6.0% Critical power +13.00% Physical Power +16 (+3 eff.) Accuracy +20 (+4 eff.) Ignore Armor +1 defense ------ Resistance +14% blight, +12% fire +12% cold The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
drakeskin leather belt 'Xeradabeth'1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats Str +6, Dex +5, Cun +5 Con +11, Lck +8 offense ------ Physical Power +28 (+5 eff.) Mindpower +10 (+3 eff.) Damage +3% physical defense ------ Defense +15 (+4 eff.) Physical save +21 (+6 eff.) Stealth +10 other ------- Disarm Traps +15 Infravision +5 Size +1 A belt that goes around your waist. |
cashmere cloak 'Lightningravage' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats Mag +4, Wil +3, Cun +2 offense ------ Damage +15% lightning defense ------ Defense +2 (+1 eff.) Resistance +6% lightning Physical save +8 (+3 eff.) Mind save +8 (+3 eff.) Unlife -50.00 life other ------- Infravision +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of backstabbing (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Master While equipped: Stats Mag +2, Wil +3 offense ------ Critical power +10.00% Accuracy +8 (+2 eff.) Ignore Armor +7 defense ------ Defense +2 (+1 eff.) Spell save +10 (+2 eff.) Stealth +10 other ------- Max mana +58.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shoes of Slowly Moving Quickly (0 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Unknown/Steamtech While equipped: Stats Dex +8, Mag +8, Wil +8, Cun +8 offense ------ Steampower +5 (+2 eff.) Spellpower +5 (+1 eff.) defense ------ Fatigue +6% Pinning Resist +600% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. Tornado: Effective talent level: 3.0 Power cost 13 out of 20/20. Range 10 Cooldown: 15 Travel.spd 100% of base Is: a mind power and a nature gift Description: Summon a tornado that moves very slowly towards the target, following it if it changes position. Each time it moves every foes within radius 2 takes 19.39 lightning damage and is knocked back 2 spaces. When it reaches the target it explodes in a radius of 3, knocking back targets and dealing 103.42 lightning and 119.47 physical damage. The tornado will move a maximum of 20 times. Damage will increase with your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
pair of drakeskin leather boots 'Cystking' (0 def, 17 armour)2.0 Encumbrance T5 feet armor [Random Unique] Master While equipped: Stats Str +6, Cun +11, Con +12 offense ------ Physical Crit +4.0% Damage +12% physical Ignore resists +20% nature defense ------ Armor +17 Physical save +41 (+11 eff.) Mind save +49 (+13 eff.) other ------- Stamina/turn +3.10 Max stamina +33.00 A pair of boots made of leather. |
Shadehacker (0 def, 7 armour)3.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: offense ------ Ignore resists +5% blight, +12% temporal +12% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 28% * 20% chance to reduce strength, dexterity, and constitution by 35 defense ------ Armor +7 Fatigue +3% Resistance +13% darkness, +13% temporal Silence Resist +22% Confus Resist +26% Stun Resist +28% Out-of-Phase Defense +15 Out-of-Phase Resistance +12% Out-of-Phase Resilience +10% other ------- Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (8 def, 15 armour)3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats Str +8, Dex +10 offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+2 eff.) Fatigue +8% Pinning Resist +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Unbreakable Greaves (8 def, 20 armour)3.0 Encumbrance T5 feet armor [Unique] Master While equipped: Stats Str +20, Dex -6, Con +10 offense ------ Physical Power +10 (+2 eff.) Damage +15% physical defense ------ Armor +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resistance +15% acid, +15% physical Knockbk Resist +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Issokan (0 def, 14 armour)1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: offense ------ Physical Crit +8.0% On-Hit 10 darkness Damage +6% darkness Ignore resists +15% temporal defense ------ Armor +14 Resistance +8% darkness, +4% physical Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +10 item darkness numbing On Hit: 20% Moonlight Ray level 3 On Hit: * 10% chance to reduce damage dealt by 28% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ce'Neldalaith the Rotkill (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Random Unique] Nature/Master While equipped: Stats Str +5, Dex +4, Cun +5, Con +6 offense ------ On-Hit 15 lightning, 14 cold Damage +10% lightning, +11% cold Ignore resists +10% light, +10% nature When Hit 8 darkness On-Hit (Melee): * 23% chance to reduce damage dealt by 28% defense ------ Armor +3 Fatigue +5% Resistance +10% lightning, +9% cold +15% nature Physical save +39 (+11 eff.) Spell save +10 (+2 eff.) Mind save +8 (+3 eff.) Disarm Resist +36% other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 27.5 - 38.5 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +13 Ignore Armor +15 Critical Rate +24.0% Attack Speed 83% On-hit +27 physical On-crit, radius 2 +14 ice, +11 lightning On Hit: 10% Ice Breath level 5 On Hit: 10% Lightning Breath level 5 On Hit: 10% Juggernaut level 1 On Hit: 10% Set Up level 5 Juggernaut: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 3.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 26% and provides a 14% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Taintwrack the voratun gauntlets (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Random Unique] Nature/Master While equipped: Stats Str +11, Dex +5, Cun +5 Con +6 offense ------ Physical Power +12 (+2 eff.) On-Hit 15 lightning Damage +11% lightning, +9% nature +12% blight Ignore resists +10% nature, +10% acid On-Hit (Melee): * 23% chance to reduce strength, dexterity, and constitution by 35 defense ------ Armor +3 Fatigue +5% Resistance +10% lightning, +12% blight Physical save +43 (+12 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Disarm Resist +50% other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 39.5 - 55.3 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +9 Ignore Armor +15 Critical Rate +23.0% Attack Speed 83% On-hit +29 physical On-crit, radius 2 +14 lightning On Hit: 10% Lightning Breath level 5 On Hit: 10% Juggernaut level 1 On Hit: 10% Set Up level 5 Juggernaut: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 21% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
alchemist's voratun gauntlets of the nighthunter (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego++] Arcane/Psionic While equipped: Stats Mag +4, Wil +3, Cun +1 offense ------ On-Hit 6 acid, 5 fire, 6 cold 6 lightning Accuracy +9 (+2 eff.) defense ------ Armor +3 Fatigue +5% Resistance +8% darkness other ------- Infravision +3 Unarmed combat: Weapon Damage 30.5 - 42.7 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +15 Critical Rate +19.0% Attack Speed 83% On-hit +8 ice, +8 darkness, +15 fire +14 lightning, +17 acid On Crit: 10% Dominate level 5 Track: Puts all charms on 13 turn cooldown Effective talent level: 2.0 Power cost 13 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Silymivena the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats Dex +5, Con +2 offense ------ Mind Crit +2% Physical Power +30 (+5 eff.) Mindpower +7 (+2 eff.) Damage +7% darkness, +10% physical defense ------ Defense +2 (+1 eff.) Resistance +10% darkness, +11% physical other ------- Max stamina +30.00 Max hate +5.00 A pointy cloth hat, very wizardly... |
Ebonyswift the drakeskin leather hat (0 def, 5 armour)2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats Str +5, Dex +10, Wil +10 Con +3 offense ------ Critical power +10.00% Physical Power +20 (+3 eff.) Ignore resists +10% darkness Accuracy +15 (+3 eff.) Ignore Armor +4 defense ------ Armor +5 Fatigue +5% Resistance +15% blight Mind save +15 (+4 eff.) other ------- Max stamina +20.00 A hat made of leather. Very stylish. |
Gilasus the drakeskin leather hat (0 def, 7 armour)2.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats Dex +9, Wil +9, Con +10 offense ------ Critical power +20.00% Physical Power +15 (+3 eff.) Ignore resists +10% physical When Hit 2 physical defense ------ Armor +7 Fatigue +5% Resistance +15% blight, +20% darkness Mind save +10 (+3 eff.) other ------- Infravision +6 A hat made of leather. Very stylish. |
Unlightrip the elven-silk wizard hat (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane While equipped: Stats Mag +9, Con +8 offense ------ Damage +20% light, +19% arcane Ignore resists +10% mind, +5% nature On-Hit (Melee): * 10% chance to reduce damage dealt by 28% defense ------ Defense +3 (+1 eff.) Resistance +8% lightning, +8% temporal +37% light, +8% fire +8% nature, +7% acid +6% blight, +6% cold +6% mind, +20% darkness Arcane Eye: (Instant) Puts all charms on 9 turn cooldown Effective talent level: 5.0 Power cost 9 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Brass Goggles (10 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats Cun +20 offense ------ Steam Crit +5% Steampower +5 (+2 eff.) Accuracy +20 (+4 eff.) Ignore Armor +15 defense ------ Defense +10 (+3 eff.) Resistance +20% fire Blind Resist +100% other ------- Infravision +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
Crown of Eternal Night (0 def, 3 armour)2.0 Encumbrance T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: defense ------ Armor +3 Fatigue +3% Damage Reduction +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Beruchik the dwarven-steel helm (0 def, 8 armour)3.0 Encumbrance T3 head armor [Random Unique] Master/Psionic While equipped: Stats Str +4, Cun +2, Con +4 offense ------ Physical Power +5 (+1 eff.) Mindpower +15 (+4 eff.) Damage +6% blight defense ------ Armor +8 Fatigue +4% Resistance +19% mind Mind save +19 (+5 eff.) Confus Resist +30% other ------- EQ when Hit +0.08 Mana-on-crit +1.00 Max vim +20.00 Infravision +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Item imbue powers: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
37 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
37 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
35 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Item imbue powers: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
31 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+4 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+4 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
28 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Telos's Staff Crystal0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Goedalath Rock0.1 Encumbrance T5 demonic gem [Unique] Arcane While carried: When Hit 34 healing Mind save -18 (-6 eff.) Life Regen -2.00 Healmod -50% Light -2 Item imbue powers: Physical Power +12 (+2 eff.) Spellpower +16 (+3 eff.) Damage +9% all When Hit 34 darkness Healmod +50% Infravision +3 See Invisibility +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5, Lck +10 Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5, Con +5 Damage +10% lightning, +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats Mag +5, Con +5 Damage +10% lightning, +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Lifebinding Emerald0.0 Encumbrance T5 green gem [Plot Item] Nature While equipped: Stats Con +15 Resistance +10% blight Affinity +15% nature Life Regen +2.00 Healmod +30% Item imbue powers: Stats Con +15 Resistance +10% blight Affinity +15% nature Life Regen +2.00 Healmod +30% Stun Resist +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Glowing Core1.0 Encumbrance T4 white gem [Unique] Arcane While equipped: Resistance +50% light, +50% fire Affinity +20% light, +20% fire Blind Resist +100% See Invisibility +20 While carried: Light +2 Item imbue powers: Resistance +50% light, +50% fire Affinity +20% light, +20% fire Blind Resist +100% Light +4 See Invisibility +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
750 alchemist agate0.0 Encumbrance 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. |
52 alchemist bloodstone0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Anydur1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ Damage +6% physical Accuracy +30 (+6 eff.) defense ------ Resistance +6% fire Physical save +10 (+4 eff.) Healmod +22% Blind Resist +20% Poison Resist +20% Confus Resist +20% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Beragabar the alchemist's lamp1.0 Encumbrance T3 lite [Random Unique] Nature/Master While equipped: Stats Dex +1, Con +2 offense ------ Critical power +15.00% Ignore resists +8% all Ignore Armor +9 defense ------ Resistance +8% blight Unlife -20.00 life Life Regen +4.00 other ------- Stamina/turn +3.00 Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Betidarin1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats Str +7 defense ------ Crit Resistance 15.00% Mind save +20 (+6 eff.) Unlife -80.00 life Disarm Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +4 See Stealth +14 See Invisibility +16 A normal brass lantern, enhanced by alchemy to make it brighter. |
Saluvena the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats Dex +4, Mag +6, Wil +6 offense ------ Physical Crit +8.0% Critical power +35.00% Physical Power +8 (+1 eff.) defense ------ Resistance +4% physical Unlife -80.00 life other ------- Max stamina +30.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Xora1.0 Encumbrance T3 lite [Rare] Arcane While equipped: offense ------ Damage +8% darkness defense ------ Resistance +3% darkness, +6% nature +15% mind, +9% light Crit Resistance 5.00% Affinity +5% darkness Life Regen +4.00 other ------- Light +4 Infravision +3 Moonlight Ray: Puts all charms on 7 turn cooldown Effective talent level: 4.0 Power cost 7 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 273.05 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Zerablek'1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Physical Crit +3.0% Critical power +25.00% Ignore resists +10% mind When Hit 4 physical defense ------ Resistance +3% physical other ------- Light +8 Infravision +2 A normal brass lantern, enhanced by alchemy to make it brighter. |
Tafast1.0 Encumbrance T5 lite [Random Unique] Nature/Master While equipped: Stats Dex +7, Wil +6 offense ------ Physical Crit +6.0% Critical power +17.00% Physical Power +8 (+1 eff.) When Hit 2 physical defense ------ Armor +10 Life +80.00 Blind Resist +50% Confus Resist +28% other ------- Stamina/turn +4.02 Light +11 See Stealth +25 See Invisibility +25 Track: Puts all charms on 34 turn cooldown Effective talent level: 4.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 33 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch Pearl0.0 Encumbrance lite [Unique] Arcane While equipped: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4, Lck -5 offense ------ Physical Power +12 (+2 eff.) Spellpower +12 (+3 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 4.0 Power cost 68 out of 150/150. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 53.57 cold damage and 54.80 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
amazing air recycler0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Heart of Poosh5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 85 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Healstreak (dig speed 7 turns)3.0 Encumbrance T3 digger tool [Random Unique] Master While equipped: Stats Cun +2, Str +4 offense ------ Critical power +13.00% Physical Power +7 (+1 eff.) Damage +3% nature Ignore Armor +5 defense ------ Life +23.00 other ------- Max stamina +20.00 Light +3 Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Gloombane the voratun pickaxe (dig speed 18 turns)3.0 Encumbrance T5 digger tool [Rare] Arcane While equipped: Stats Str +12, Wil +5 offense ------ Physical Crit +10.0% Mind Crit +12% Damage +9% darkness Ignore resists +25% darkness On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 35 defense ------ Resistance +3% mind, +12% darkness While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Cun +6 Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Mag +6 Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Str +6 Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 9 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. |
Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Dex +6 Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 172% of the healing done. This effect scales with your Magic stat.. Uses 64 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 286/400 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. |
Radhyhell the dwarven-steel torque of psionic shield [power 63] (22 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +10% acid, +20% physical defense ------ Defense +25 (+6 eff.) Resistance +6% acid Unlife -40.00 life Setup a psionic shield, reducing all damage taken by 63 for 5 turns Puts all charms on 22 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Natureshine [power 475] (13 cooldown)2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: offense ------ Ignore resists +5% nature defense ------ Resistance +9% acid, +6% temporal Mind save +6 (+2 eff.) Life Regen +4.00 Silence Resist +26% Knockbk Resist +26% Project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 636 physical damage Puts all charms on 13 turn cooldown 100% to reduce fatigue by 60% for 2 turns. 100% to increase all damage by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
yew totem of thorny skin 'Radiancesin' [power 50] (17 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats Dex +3, Con +3 offense ------ When Hit 4 light defense ------ Defense +30 (+8 eff.) Resistance +5% physical other ------- Infravision +3 Harden the skin for 7 turns increasing armour by 50 and armour hardiness by 50% Puts all charms on 17 turn cooldown 100% to increase all damage penetration by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Tarrymas the dragonbone totem of summon tentacle [power 470] (22 cooldown)2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: Stats Str +7, Dex +4, Con +19 offense ------ Damage +12% temporal defense ------ Crit Resistance 19.38% Summon a resilient tentacle up to 5 spaces away for 12 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1340 Base Damage: 555 Armor: 41 All Resist: 41 Puts all charms on 22 turn cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem2.0 Encumbrance T5 totem charm [Unique] Nature/Disrupt While equipped: Stats Wil +10 offense ------ Mindpower +8 (+2 eff.) When Hit: * 18% chance to slow global speed by 63% defense ------ Resistance +20% blight, +20% arcane Spell save +20 (+5 eff.) other ------- Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 43 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. This item has been sent to the Item's Vault. |
yew wand of shielding 'Durodechik' [power 278] (17 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats Str +3 offense ------ Critical power +15.00% Damage +6% physical defense ------ Resistance +9% light, +6% fire Physical save +15 (+5 eff.) Create a shield absorbing up to 278 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Tuladuneg [power 404] (17 cooldown)2.0 Encumbrance T4 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +6% mind, +9% temporal When Hit 4 temporal defense ------ Resistance +3% mind Create a shield absorbing up to 404 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to heal for 88. 100% to reduce fatigue by 43% for 2 turns. 100% to increase all damage by 17% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void Shard2.0 Encumbrance T5 wand charm [Unique] Arcane While equipped: Stats Mag +8 offense ------ Spellpower +10 (+2 eff.) Damage +12% darkness, +12% temporal When Hit 16 void defense ------ Resistance +10% darkness, +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 275.28 temporal and 275.28 darkness damage (based on Magic). Uses 17 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance 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? |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Naerianes the Shalore Shadowblade level 38
78th Dusk 123rd year of Ascendancy at 20:56 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Naerianes the Shalore Shadowblade level 50
38th Pyre 124th year of Ascendancy at 12:04 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Naerianes the Shalore Shadowblade level 38
69th Dusk 123rd year of Ascendancy at 05:03 see stats
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Naerianes the Shalore Shadowblade level 34
51st Dusk 123rd year of Ascendancy at 13:17 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Naerianes the Shalore Shadowblade level 44
2nd Allure 124th year of Ascendancy at 15:05 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Naerianes the Shalore Shadowblade level 50
17th Pyre 124th year of Ascendancy at 02:51 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Naerianes the Shalore Shadowblade level 41
10th Haze 123rd year of Ascendancy at 09:47 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Naerianes the Shalore Shadowblade level 31
39th Dusk 123rd year of Ascendancy at 18:37 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Naerianes the Shalore Shadowblade level 15
46th Haze 122nd year of Ascendancy at 01:36 see stats
Destroyer of the creation (Insane (Adventure) difficulty)
Killed Slasul.By Naerianes the Shalore Shadowblade level 42
5th Decay 123rd year of Ascendancy at 04:07 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Naerianes the Shalore Shadowblade level 40
8th Haze 123rd year of Ascendancy at 02:24 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Naerianes the Shalore Shadowblade level 24
34th Pyre 123rd year of Ascendancy at 03:39 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Naerianes the Shalore Shadowblade level 31
37th Dusk 123rd year of Ascendancy at 23:48 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Naerianes the Shalore Shadowblade level 50
57th Dusk 124th year of Ascendancy at 19:47 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Naerianes the Shalore Shadowblade level 24
30th Pyre 123rd year of Ascendancy at 18:53 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Naerianes the Shalore Shadowblade level 26
43rd Pyre 123rd year of Ascendancy at 07:03 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Naerianes the Shalore Shadowblade level 31
38th Dusk 123rd year of Ascendancy at 07:08 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Naerianes the Shalore Shadowblade level 50
24th Dusk 124th year of Ascendancy at 23:31 see stats
Flooder (Insane (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Naerianes the Shalore Shadowblade level 43
5th Decay 123rd year of Ascendancy at 10:40 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By Naerianes the Shalore Shadowblade level 39
3rd Haze 123rd year of Ascendancy at 15:27 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Naerianes the Shalore Shadowblade level 21
8th Pyre 123rd year of Ascendancy at 03:42 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Naerianes the Shalore Shadowblade level 46
3rd Allure 124th year of Ascendancy at 06:30 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Naerianes the Shalore Shadowblade level 10
45th Dusk 122nd year of Ascendancy at 14:01 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Naerianes the Shalore Shadowblade level 20
3rd Pyre 123rd year of Ascendancy at 03:13 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Naerianes the Shalore Shadowblade level 30
32nd Dusk 123rd year of Ascendancy at 10:22 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Naerianes the Shalore Shadowblade level 40
6th Haze 123rd year of Ascendancy at 00:59 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Naerianes the Shalore Shadowblade level 50
13rd Pyre 124th year of Ascendancy at 14:08 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Naerianes the Shalore Shadowblade level 50
23rd Dusk 124th year of Ascendancy at 03:20 see stats
Portal destroyer (Insane (Adventure) difficulty)
Fought the two Sorcerers and closed one invocation portal.By Naerianes the Shalore Shadowblade level 50
57th Dusk 124th year of Ascendancy at 19:46 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Naerianes the Shalore Shadowblade level 50
51st Pyre 124th year of Ascendancy at 01:35 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Naerianes the Shalore Shadowblade level 28
7th Flare 123rd year of Ascendancy at 15:35 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Naerianes the Shalore Shadowblade level 40
7th Haze 123rd year of Ascendancy at 16:08 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Naerianes the Shalore Shadowblade level 50
36th Dusk 124th year of Ascendancy at 03:49 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Naerianes the Shalore Shadowblade level 29
22nd Dusk 123rd year of Ascendancy at 07:24 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Naerianes the Shalore Shadowblade level 41
8th Haze 123rd year of Ascendancy at 07:28 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Naerianes the Shalore Shadowblade level 32
43rd Dusk 123rd year of Ascendancy at 20:02 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Naerianes the Shalore Shadowblade level 8
31st Dusk 122nd year of Ascendancy at 06:26 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Naerianes the Shalore Shadowblade level 50
23rd Dusk 124th year of Ascendancy at 06:47 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Naerianes the Shalore Shadowblade level 50
57th Dusk 124th year of Ascendancy at 19:47 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Naerianes the Shalore Shadowblade level 8
39th Dusk 122nd year of Ascendancy at 05:10 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Naerianes the Shalore Shadowblade level 50
48th Pyre 124th year of Ascendancy at 05:01 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Naerianes the Shalore Shadowblade level 46
21st Regrowth 124th year of Ascendancy at 02:40 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Naerianes the Shalore Shadowblade level 22
15th Pyre 123rd year of Ascendancy at 00:42 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Naerianes the Shalore Shadowblade level 17
77th Regrowth 123rd year of Ascendancy at 02:20 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Naerianes the Shalore Shadowblade level 37
67th Dusk 123rd year of Ascendancy at 20:57 see stats
Log
Saving done.
Error while transfering Threads of Fate (10 def, 0 armour) to the online item's vault, please retry later.
Server said: too many entities stored
Saving done.
Saving game...
You transfer The Untouchable (14 def, 12 armour) from the online item's vault.
Saving done.
Saving game...
You transfer The Guardian's Totem from the online item's vault.
Saving done.
Saving game...
You transfer Spelldrinker (27-35 power, 8 apr) from the online item's vault.
Saving done.
Saving game...
You transfer Perseverance (31-43 power, 9 apr) from the online item's vault.
Saving done.
You transfer Razorblade, the Cursed Waraxe (38-53 power, 16 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Threads of Fate (10 def, 0 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Arkul's Siege Arrows (14/14, 68-95 power, 100 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.






























































































































































































